Проведение деловых игр в студенческой аудитории с разным уровнем подготовки
The paper compares some basic aspects of the national identity of Russian and American students. We have analyzed the views of the students at three leading Russian universities (MSU, MGIMO and NRU HSE) and at Princeton University (USA). The study is based on comparing of Russian students’ positions with those of the Princeton University’s students (USA). The paper consists of two articles. The first article published bellow includes the analysis of the students’ normative perceptions of their countries. The second one is devoted to the aspects of attitudes towards the country that render it an object of national identity (country favoritism, a level of criticism towards the country and a specificity of duty to the country fulfillment)
The article considers the conceptual approach of creating a set of development tools for active learning methods in a form of competency-based business-game studio. Competence-based business game is an information system, which aims to give a certain level of professional competence while implementing scenarios that are determined by business-process models of the domain. The structure of the gaming studio, suggests a set-theoretic representation of business-game design process. Business game can be represented as a cybernetic system with feedback, which contains both the object of management and the management system. The game is implemented as control and operating machines accordingly. For the construction of the operational machine it is proposed to use a knowledge model in the form of ontology. To represent the automate model it is proposed to use a model of managing business processes of an enterprise. A block diagram of the business-game design process is provided.