87
3 CONCLUSIONS
The analysis of the experience of business/simulation
games development and their use for purposes of
qualification improvement shows that the games are
special training grounds for testing the participants’
behaviour and interaction. The simulation model of
the professionally-oriented communication
environment created in the games shows the
processes of communication, searching a compromise
and rational decisions, the adoption of innovative
technologies, the study of the implications of group
actions and (if required) the individual participants in
dynamics. It should be noted that in
simulation/business games conditions are created
through the use of background knowledge to acquire
new knowledge and its updating, i.e. enriching
experience of practical implementation of knowledge.
Game forms of designing qualification
improvement systems will be fruitful if teachers and
experts/highly qualified specialists of companies –
employers play a role of designers.
It enables to solve the three major problems:
1 to improve the skills of teachers and maritime
specialists involved in terms of studying specific
new activities, acquiring know-how of systematic
projecting educational processes, improving
communication culture;
2 to develop an "almost" optimal algorithm for
designing educational systems for qualification
improvement within new activities;
3 to develop optional projects which can be
considered as prototypes and recommendations
for adaptability to changing conditions.
The effectiveness of the game largely depends not
only on its ideology and content-intensity, but also on
the level of organization of the games. It is important
that the system of motivation does not contradict the
goals of the experiment and the participants
themselves become researchers, assistants of
experimenters and play an active role.
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