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transition from information-explanatory education to and novation-efficient associated with the
application in the educational process of new computer and various information technologies,
electronic textbooks, video, provide a free search activity, and involves the development and
individual orientation. On this basis, today we can note various innovative methods of teaching
students, in particular, problem and gaming technology, collective and group activity technologies,
simulation methods of active learning, methods for analyzing specific situations, project method,
training in cooperation, creative teaching, innovative educational project activity, lecture-press
conference, lecture-conversation, lecture-visualization, lecture-discussion, etc.
Let's consider some of the methods presented in more detail.
In the game simulation, various games are widely represented: business, attestation,
organizational and activity, innovative, reflexive games to relieve stress and create innovative
thinking, search and approbation, etc. [4]. When using business games, the productive and
transformational activity of students prevails. In particular, for educational games are characterized
by the multivariate and alternative solutions, from which it is necessary to make the choice of the
most rational. Business games for educational purposes have now become quite widespread in
higher education institutions and are applied mainly at senior courses in the study of special
disciplines, especially those related to economics, organization and management, accounting, law,
and new forms of management in market conditions.
Innovative educational project activity is an effective form of organization of the educational
process aimed at the individual development of cognitive interests and creative abilities of students. This
method involves mastering the technology of presentation of various creative works (reports, reviews,
abstracts, reports on professionally oriented topics). The meaning and goal of pedagogical innovations is
to implement a new vision of the methodology of teaching, the attraction of new methods, technologies,
multimedia teaching tools in the interests of developing the personality of the future specialist.
The project method refers to research. It is based on the development of cognitive skills of
students, the ability to independently design their knowledge, navigate the information space, the
development of critical thinking and creative abilities [3]. The project method is focused on the
independent activity of trainees - individual, pair or group, which students perform for a certain
period of time. This approach is organically combined with a group approach to learning. The
method of projects always involves solving a certain
problem that involves, on the one hand, the use
of various methods and means of training, and on the other, the integration of knowledge and skills
from
various fields of science, technology, technology, and creative industries.
Creative learning implies free access of each student to Internet resources and is based on
the following principles:
• the basis of creative learning is the supposed educational product that will be created by
the student;
• compliance of the student's external educational product with its internal needs;
• Individual educational trajectory of the student
in the educational space;
• interactivity of classes conducted with the help of telecommunications;
• open communication in relation to the educational product created by the student.
Thus, summing up, it can be noted that innovative methods of teaching students
are based on
active methods that help to create a creative, innovative approach to understanding professional
activity, develop independent thinking, the ability to make optimal decisions in a given situation. As
practice shows, the use of innovative methods in professionally oriented education is a necessary
condition for the training of highly qualified specialists. The use of various methods and techniques
of active learning arouses students' interest in the educational and cognitive activities themselves,
which allows creating an atmosphere of motivated, creative learning and at the same time solving a
whole complex of
educational, educational, developmental tasks.
The general direction of innovation should be the individualization of educational
trajectories of students, the activation of their work, increasing the level of motivation and
responsibility for the quality of the development of educational programs. The main innovations in
the education of students are largely connected today with the use of interactive teaching methods:
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at least 20% of the undergraduate baccalaureate classes and 40% of the master's degree in each
discipline should be conducted in an interactive manner.
The concept of "interactive" comes from English. The term "interactive learning" is
understood in many ways. One of the most promising and popular information technologies is
multimedia, which allow creating entire collections of images, texts and data accompanied by
sound, video, animation and other visual effects. Currently, there are many different ways to
provide information using multimedia tools. The most common for today is a set of equipment - a
multimedia projector and a computer. Interactive whiteboard, computer, projector, specialized
software allow you to configure and use the entire multimedia package as a whole. The principles
of the interactive whiteboard with a direct projection (on reflection) are quite simple. In fact, this is
a large graphic tablet. Its white surface plays the role of a conventional screen, but unlike it, it is
sensitive to pressing (touchpad). "Draw" on the board can be any solid object or even a finger. The
computer program perceives these actions as the movement of a mouse on a conventional PC.
Touching the surface of the board or navigating through it, you can also press the on-screen buttons,
drag objects, scale and rotate them, work with the elements of the dialog boxes displayed on the
board. In
the same way print the text, touching the keys of the virtual keyboard on the screen-board.
The electronic educational and methodical complex is a comprehensive software teaching
system that ensures the continuity and completeness of the didactic cycle of the learning process. It
provides theoretical material, provides training training and information retrieval activities. The
Electronic educational and methodical complex (EEMC) can be placed on a website on the Internet and
recorded on a CD ROM. EEMC has a lot of advantages: it can be easily republished, i.e. correct as
necessary; allows to represent phenomena and processes in dynamics (use elements of animation); use
video insets. In addition, the electronic educational and methodical complex is personal-oriented - each
student chooses an individual trajectory of learning in the course of training.
The teacher's electronic portfolio is designed to organize a productive interaction between
the teacher and students in the learning process. It is a means of forming a model of individual
pedagogical experience, since it allows each teacher to develop his own individual teaching
strategy, his pedagogical system. The electronic portfolio includes materials for conducting classes
(presentations, supporting abstracts, etc.); materials for the organization of independent work of
students (descriptions of practical and laboratory works, task cards, handouts, topics of abstracts,
etc.); materials for monitoring the results of training (tests, control practical tasks, means of rating
evaluation of knowledge); articles for journals, reports at educational-methodical conferences;
materials that represent the experience of colleagues.
The software of the electronic portfolio is:
• Power Point program - creating presentations for lectures and practical assignments;
• Word program - development of reference notes, task cards and other materials, including texts;
• Excel program - development of tests and
rating systems of knowledge;
• tool systems for creating sites (for example, Front Page, Dream Weaver) -developing
materials that have a hypertext structure;
• tools for creating computer
tests-development of tests;
• graphic packages (for example, Photoshop, Corel Draw, etc.) - preparation of illustrative
materials: generalizing diagrams, drawings.
In the process of teaching, the student uses materials from the teacher's portfolio, and the
teacher uses the best work of the students. As a result, a unified educational environment is created
that ensures effective interaction between teachers and students.
The use of multimedia technologies in the process of teaching makes it possible to present
educational material not only in a traditional, but also in a more accessible form for students'
perception visually. Having access to the Internet during the classroom, a student can immediately
find a textbook recommended by the teacher and, if necessary, clarify the information; in the on-
line mode to pass a test for personal characteristics. Preparation of creative assignments in the form
of computer presentations (for example, reports at student conferences) develops students' creative
imagination, forming imaginative thinking. The presented video contains not only analytical