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FEATURES OF USING INTENSIVE TECHNOLOGIES FOR DEVELOPING MILITARY ENGINEERING AND MILITARY MANAGEMENT COMPETENCIES AMONG FUTURE RESERVE OFFICERS OF THE ARMED FORCES DURING RESERVIST TRAINING

  • Izvestiya of the Samara Science Centre of the Russian Academy of Sciences Social Humanitarian Medicobiological Sciences
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The article discusses the results of scientific research on the development and use of high-intensity educational technologies - project-based and game-based learning in the system of professional training for future reserve officers of the Armed Forces of the Russian Federation. The article demonstrates the interconnection and continuity between the study of disciplines at specialized departments and the study of military training disciplines by students of the military training center at Samara State Technical University. The aim and outcome of their education, when studying military engineering and military management disciplines, is to develop a set of military engineering and military management professional competencies. The final stage of students' education is a training camp, during which they consolidate a large amount of material they have learned and prepare for the final military training assessment. However, a socio-didactic contradiction arises: on the one hand, there is a need to review a large volume of educational material, but on the other hand, there is limited time available. Therefore, the authors turned to the use of well-known intensive teaching technologies - projectbased and game-based learning - in global and domestic pedagogy. Project-based learning technology intensifies students' independent creative project activities and is multifunctional. It includes a mandatory pragmatic component, the completion of which stimulates students' interest in solving specific problems, acquiring knowledge freely, and applying it in practice. Its application is considered on the example of practical classes on automotive equipment restoration. Game-based educational technology in the format of business and role-playing games is discussed using the example of a practical class on "Military Repair Workshops".

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DOI
10.37313/2413-9645-2024-26-95-16-23
OpenAlex
W4396892509
Document type
article
Language
EN
Source
Izvestiya of the Samara Science Centre of the Russian Academy of Sciences Social Humanitarian Medicobiological Sciences
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