UDC 614.849
This paper considers the issue of introducing game forms of training with the help of visually-oriented interactive narratives, for training students of higher and professional educational organizations of the Ministry of Emergency Situations of Russia, as well as testing their knowledge and skills in the study of educational and methodological material. The analysis of existing business games and software tools for improving the learners' mastery of educational material has been carried out. The authors of the work offer their own software solution developed on the basis of special software of computer video games "RenPy" and programming language "Python". The algorithm of the software content is specified and the model of interaction of the program with the learner is indicated. Within the framework of creation of the separate program the result of the done work of the learner is formed - data input, followed by the evaluation system "Digital equivalent of points", each separate learner of the academy at passing of the program receives the individual result for possibility of estimation of knowledge and skills of the learners. At creation the function of explanation of wrongly chosen answers for studying of the information connected with training in the form of demonstration of normative-legal acts of departmental organizations and federal laws is chosen, the given way will help trainees not only to see the mistakes, but also to explain the correct answer with the help of professional language
business game, game-based learning, visual-oriented interactive narratives, programming language, higher and professional educational organizations, learning material
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