Опыт разработки электронной системы обучения студентов академическому письму
In this paper we describe the design and development of a multi-touch surface and software that challenges current approaches to the production and consumption of comics. Authorship of the comics involves drawing the ‘top level’ of the story directly onto paper and projecting lower-level narrative elements, such as objects, characters, dialogue, descriptions and/or events onto the paper via a multi-touch interface. In terms of the impact this has upon the experience of reading and writing, the implementation of paper is intended to facilitate the creation of high-level overviews of stories, while the touch surface allows users to generate branches through the addition of artifacts in accordance with certain theories about interactive narratives. This provides the opportunity to participate in the reading and authoring of both traditional, paper-based texts and interactive, digital scenarios. Prototype comics are used to demonstrate this approach to reading and writing top-level and low-level narratives.
The experience of the well known world business schools in using MBA programs is analysed. Тhe history of MBA programs is presented on many American and European examples. American and British benchmarking in qualities and the content of training programs reflects the current level of business education in many countries of the world. Programs in Harvard School of Business, Ecoles Superior de Commerce, INSEAD and other prestigious schools of business are discribed.