Social forms of mastering communicative competence - Theory of teaching and upbringing

Social forms of mastering communicative competence

The universal form of mastering the modes of communication is the game. We have already talked about the role of the game in the learning process. In the practice of organizing extracurricular activities, game forms are also used: business game, organizational-activity game, game-journey, story-role play.

In a business game, situations are played out from the sphere of a certain professional or social activity: trading on the stock exchange, presentation of the goods, casting, hiring, court, pedagogical advice, psychologist consultation, etc. To conduct a business game, and skills, otherwise the business game will be limited to creative improvisation. The general logical scheme of the business game is as follows: the game task and the plot are determined by the organizer of the game; roles are distributed in the context of the plot of the game; the development of the plot depends on how each participant performs gaming tasks within the framework of their role; experts are external observers, they analyze the game in general and the behavior of each participant individually.

Organizational and Activity Game (ODI) is a form of organization of activity, focused on the joint search for the optimal solution. In general, the decision-making procedure is reduced to identifying alternatives, determining the scope of admissible solutions, and making the best choice, giving preference to one of the alternatives. The ability to make a decision anticipating an action is acquired with experience in the process of practical activity - this is one way. Another way is possible - teaching the decision-making procedure.

ODI simulates information processing activities, synthesizing all known methods of a group solution. The work is carried out in small groups, which, at regular intervals, exchange intellectual products with each other. In the theory of games, a whole arsenal of methods for group decision-making has been accumulated. The most well-known: brainstorming, the method of focal objects, etc. Using these methods allows you to escape beyond the bounds of traditional thinking, to come up with unexpected interesting solutions.

The game-journey is aimed at the development of cognitive interest. You can travel: "To the country of polite guys", "To the city of dirt", "To the world of nature", "Through the pages of your favorite books", "To the world of unraveled and unsolved mysteries", "In the country of Kinematics", & quot; On St. Valentine's Island & quot; etc. The game is read from the start, where the crews are designated and the route crews are handed out to the commanders of the crews. Dynamics of game-travel - in the transitions from station to station. At the stations, various tasks are performed, for which points are awarded. There are crews only at the finish. The number of points scored is determined by the winning crew. Elements of the game-travel - travel map, crews, route sheets, stations, tasks. The duration of the game-travel depends on the pedagogical tasks. Game-journey can be conducted within the framework of a traditional lesson, to plan for the whole day, camp shift, training quarter, etc.

The subject-role game is a form of organization of activity that simulates and recreates the virtual world in conditional situations. A large role-playing game is a new phenomenon in the youth subculture. It opens up opportunities for personal self-realization, helps to discharge emotionally, to get to know yourself more deeply. As a rule, the plot of the game is based on literary sources, fantastic, historical, battle literature. These books help outline the historical outline, find the plot, identify the roles of the participants. The name of the game usually reflects the color of the era, for example, "The Baptism of Rus." The plot game requires serious preparation from both the master-organizer and its participants. On the master is the responsibility in the preference of the plot of the game. It is necessary not only to choose a book, a historical event, but also to make this event playable. The master sets the plot, rules of the game and conducts introductory lessons. Participants in agreement with the master create a legend of their role and realize it in the world they created. Each participant learns his role at the personal level, showing a creative individuality: he prepares a legend, makes costumes, etc. During the role-playing game, the world is being modeled. Participants in their role-playing games go from simply copying the world they observe, and recreate their world, compose their language, philosophy. The game involves immersion in a special virtual world created by the participants themselves. Game dive is very similar to life. Experiencing all events really.

In modern social and pedagogical practice, communicative trainings, communicative exercises and communicative psychological games are widely used.

The main task of communicative trainings is the setting of behavioral skills. It is assumed that the skills and skills formed in artificially created and "safe" conditions of psychological training, will help to overcome difficulties in real life. At the training participants learn to solve complex problems that arise in each person in the process of interpersonal or business communication. For this, special exercises are used that simulate various life situations. Carrying out them, the participants of the training establish relationships with other people, pay attention to everything that happens on the non-verbal level, and come into contact with the help of other means than the word (look, pose, touch, gestures, etc.). The purpose of the training is not to change people at once, but to show the way, to give impetus to further development. The skills obtained in the training only then give the result when they turn into an automatic, natural way of behavior.

Communicative exercises are based on repeated repetition of an action. For example, working out ways of communication, mastering receptions of persuasiveness in speech, acquiring the skills of primary contact, working out ways to attract attention.

The psychological game is aimed at ensuring that its participants take a new look at themselves, their habitual life positions, and review their attitude to the circumstances of life. Psychological game is built on the basis of creating a situation that requires withdrawal and leads to a solution. Situations, as a rule, stressful: a catastrophe in a balloon - you need to get rid of excess cargo; shipwreck and one salvage boat - it is required to decide who will board the boat.

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