Кафедра латинської мови та медичної термінології
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Browsing Кафедра латинської мови та медичної термінології by Author "Nekrashevych, Tetiana"
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Item Aспекти формування лінгвістичної компетентності студентів закладів вищої медичної освіти в умовах дистанційного навчання(Астрая, 2020-11-19) Некрашевич, Тетяна Василівна; Некрашевич, Татьяна Васильевна; Nekrashevych, TetianaУ статті проведено теоретичний аналіз аспектів формування лінгвістичної компетентності студентів-медиків та здійснено теоретичне обґрунтування сутнісних характеристик. У дослідженні виявлено, що важливим напрямком процесу освітньо-професійного становлення студентів-медиків є лінгвістична складова підготовки. Визначено поняття лінгвістична компетентність майбутніх медиків. Дистанційне навчання ідентифіковане як форма едукації, що забезпечує інтерактивну взаємодію викладача і студента, на базі використання традиційних та сучасних інформаційних технологій в процесі вивчення лінгвістичних дисциплін.Item Gamification as a New Format of Projects Method in Blended Learning Conditions Studying Disciplines of the Pedagogical Cycle(2021-12) Nalyvaiko, Oleksii; Zhukova, Oksana; Shvedova, Yaroslava; Ivanenko, Liudmyla; Nekrashevych, TetianaThe paper discusses the main issues of organizing the learning process based on the gamification. The publication analyzes the main provisions of the application of elements of gamification in the process of teaching students. The study proposes to consider gamification as a new format of the project method in the context of blended learning in the study of disciplines of the pedagogical cycle by students of humanitarian and natural specialties. We analyzed the main didactic Classcraft platform capabilities. Developed by students within the framework of the “Pedagogy” discipline a brief structure of the “Adventurers” quest was present. The algorithm of the students' work included following steps: choosing a project theme (name of the game); composition of the game (stages); development of the game as a digital product (elements); analysis of the implementation of the game as a digital product (difficulties and prospects); analysis of the results of joint digital project activities of students, indicating positive and negative aspects. We considered the positive aspects of using digital applications and platforms to improve teacher skills. The conclusions provide consolidated proposals for the use of gamification, such as: its implementation in the educational process is aimed at the development of intellectual, social, emotional, technological segments of the personal development of students; the use of gamification has a positive impact on the development of students and teachers soft skills and helps to improve their professional skills.Item Trends in the Development of University Education in the Postmodern Period(2021) Nekrashevych, Tetiana; Panasenko, E.; Zhukova, O.; Tsvietkova, H.; Shvedova, Y.The purpose of the research was to study the changes in the ranking of professional skills of students, which determine trends in university education in the postmodern era. The presented results of the experiment allowed to determine the level of perception of new professional skills by university students under the influence of the ideology of postmodernism. The general hypothesis of the study was that postmodern ideology influences the model of university education, contributes to the creation of the foundations for the formation of new professional skills of students. This study is part of a broader study that explores ways to improve the quality of university education based on the substantive professional priorities of students in the context of postmodernism. The results of the experiment allowed us to draw conclusions about the relationship between the quality of education and professi