<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1990-8644</journal-id>
<journal-title><![CDATA[Conrado]]></journal-title>
<abbrev-journal-title><![CDATA[Conrado]]></abbrev-journal-title>
<issn>1990-8644</issn>
<publisher>
<publisher-name><![CDATA[Editorial Universo Sur]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1990-86442018000100021</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[IMPROVING THE EFFECTIVENESS OF KNOWLEDGE IN THE PROCESS OF BUSINESS GAMES]]></article-title>
<article-title xml:lang="es"><![CDATA[MEJORAR LA EFICACIA DEL CONOCIMIENTO EN EL PROCESO DE JUEGOS DE NEGOCIOS]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Kovalenko]]></surname>
<given-names><![CDATA[Kseniya E.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Kovalenko]]></surname>
<given-names><![CDATA[Natalia E.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gribanov]]></surname>
<given-names><![CDATA[Dmitry V.]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Altai State University  ]]></institution>
<addr-line><![CDATA[Barnaul ]]></addr-line>
<country>Russian Federation</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Ural State Law University  ]]></institution>
<addr-line><![CDATA[Yekaterinburg ]]></addr-line>
<country>Russian Federation</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>03</month>
<year>2018</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>03</month>
<year>2018</year>
</pub-date>
<volume>14</volume>
<numero>61</numero>
<fpage>141</fpage>
<lpage>143</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_arttext&amp;pid=S1990-86442018000100021&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_abstract&amp;pid=S1990-86442018000100021&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.sld.cu/scielo.php?script=sci_pdf&amp;pid=S1990-86442018000100021&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[The goals of university training for a particular profession are determined the relevant state educational standard, and qualification requirements, curricula and programs. Achieving these goals provides for the acquisition by students of a certain amount of knowledge, skills, and skills. As educational reference points of knowledge, skills and skills have significant internal differences and require the use of different pedagogical methods. Recently, business games have been increasingly used in a variety of areas: mainly in the economy and politics, law, as well as in sociology, ecology, administration, education, urban planning, history. Business games are used to train specialists in relevant fields, as well as to solve problems of research, forecasting, testing of planned innovations. Developed business games and as a way of communication between specialists of different areas, as a special language of the future. When conducting business games in the psychological aspect, two main directions should be developed: the implementation of attitudes toward individualization of the individual and the development of work skills in the team.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Los objetivos de la formación universitaria para una determinada profesión están determinados el estándar educativo estatal relevante, y requisitos de calificación, currículo y programas. Alcanzar estos objetivos proporciona la adquisición por parte de los estudiantes de una cierta cantidad de conocimientos, habilidades y habilidades. Como puntos de referencia educativos de conocimiento, habilidades y habilidades tienen diferencias internas significativas y requieren el uso de diferentes métodos pedagógicos. Recientemente, los juegos de negocios se han utilizado cada vez más en una variedad de áreas: principalmente en economía y política, derecho, así como en sociología, ecología, administración, educación, planificación urbana e historia. Los juegos empresariales se utilizan para capacitar a especialistas en campos relevantes, así como para resolver problemas de investigación, previsión y planificación de innovaciones planificadas. Desarrollado juegos de negocios y como una forma de comunicación entre especialistas del futuro. Al realizar juegos de negocios en el aspecto psicológico, se deben desarrollar las dos direcciones principales: la implementación de actitudes hacia la individualización del individuo y el desarrollo de habilidades laborales en el equipo.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Education]]></kwd>
<kwd lng="en"><![CDATA[university]]></kwd>
<kwd lng="en"><![CDATA[educational activity]]></kwd>
<kwd lng="en"><![CDATA[professional competence]]></kwd>
<kwd lng="en"><![CDATA[business game]]></kwd>
<kwd lng="es"><![CDATA[Educación]]></kwd>
<kwd lng="es"><![CDATA[universidad]]></kwd>
<kwd lng="es"><![CDATA[actividad educacional]]></kwd>
<kwd lng="es"><![CDATA[competencia profesional]]></kwd>
<kwd lng="es"><![CDATA[juegos de negocio]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[ <p align="right"><font face="verdana" size="2"><strong>ORIGINAL ARTICLE</strong></font></p>    <br>    <br> 	    <p align="justify" ><font face="verdana" size="4"><b>IMPROVING THE EFFECTIVENESS OF KNOWLEDGE IN THE PROCESS OF BUSINESS GAMES</b></font></p>    <br>     <br>   	    <p align="justify" ><font face="verdana" size="3"><b>MEJORAR LA EFICACIA DEL CONOCIMIENTO EN EL PROCESO DE JUEGOS DE NEGOCIOS</b></font></p>    <br>     <br>     <br>   		    ]]></body>
<body><![CDATA[<p align="justify" ><span class="Estilo1"><font face="verdana" size="2">Ph. D. Kseniya E. Kovalenko<sup>1</sup></font>, <font face="verdana" size="2">MSc. Natalia E. Kovalenko<sup>1</sup></font>, <font face="verdana" size="2">Ph. D. Dmitry V. Gribanov<sup>2</sup></font></span></p>  	  	    <p align="justify" ><font face="verdana" size="2"><sup>1</sup> Altai State University. Barnaul. Russian Federation.</font></p>  	    <p align="justify" ><font face="verdana" size="2"><sup>2</sup> Ural State Law University. Yekaterinburg. Russian Federation.</font></p>     <br>     <br>     <br> <hr>   	    <p align="justify" ><font face="verdana" size="2"><b>ABSTRACT</b></font></p>  	    <p align="justify" ><font face="verdana" size="2">The goals of university training for a particular profession are determined the relevant state educational standard, and qualification requirements, curricula and programs. Achieving these goals provides for the acquisition by students of a certain amount of knowledge, skills, and skills. As educational reference points of knowledge, skills and skills have significant internal differences and require the use of different pedagogical methods. Recently, business games have been increasingly used in a variety of areas: mainly in the economy and politics, law, as well as in sociology, ecology, administration, education, urban planning, history. Business games are used to train specialists in relevant fields, as well as to solve problems of research, forecasting, testing of planned innovations. Developed business games and as a way of communication between specialists of different areas, as a special language of the future. When conducting business games in the psychological aspect, two main directions should be developed: the implementation of attitudes toward individualization of the individual and the development of work skills in the team.</font></p>  	    <p align="justify" ><font face="verdana" size="2"><b>Keywords:</b></font> <font face="verdana" size="2">Education, university, educational activity, professional competence, business game.</font></p>  <hr> 	    <p align="justify" ><font face="verdana" size="2"><b>RESUMEN</b></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify" ><font face="verdana" size="2">Los objetivos de la formaci&oacute;n universitaria para una determinada profesi&oacute;n est&aacute;n determinados el est&aacute;ndar educativo estatal relevante, y requisitos de calificaci&oacute;n, curr&iacute;culo y programas. Alcanzar estos objetivos proporciona la adquisici&oacute;n por parte de los estudiantes de una cierta cantidad de conocimientos, habilidades y habilidades. Como puntos de referencia educativos de conocimiento, habilidades y habilidades tienen diferencias internas significativas y requieren el uso de diferentes m&eacute;todos pedag&oacute;gicos. Recientemente, los juegos de negocios se han utilizado cada vez m&aacute;s en una variedad de &aacute;reas: principalmente en econom&iacute;a y pol&iacute;tica, derecho, as&iacute; como en sociolog&iacute;a, ecolog&iacute;a, administraci&oacute;n, educaci&oacute;n, planificaci&oacute;n urbana e historia. Los juegos empresariales se utilizan para capacitar a especialistas en campos relevantes, as&iacute; como para resolver problemas de investigaci&oacute;n, previsi&oacute;n y planificaci&oacute;n de innovaciones planificadas. Desarrollado juegos de negocios y como una forma de comunicaci&oacute;n entre especialistas del futuro. Al realizar juegos de negocios en el aspecto psicol&oacute;gico, se deben desarrollar las dos direcciones principales: la implementaci&oacute;n de actitudes hacia la individualizaci&oacute;n del individuo y el desarrollo de habilidades laborales en el equipo.</font></p>  	    <p align="justify" ><font face="verdana" size="2"><b>Palabras clave:</b></font> <font face="verdana" size="2">Educaci&oacute;n, universidad, actividad educacional, competencia profesional, juegos de negocio.</font></p>  	<hr>    <br>     <br>     <br>   	    <p align="justify" ><font face="verdana" size="3"><b>INTRODUCTION</b></font></p>  	    <p align="justify" ><font face="verdana" size="2">Business game reveals the personal potential of the learner: each participant can diagnose his own opportunities separately and in joint activities with other participants. Students become creators of not only professional situations, but also "creators" of their own personality. They solve problems of self&#45;management, search for ways and means of optimization of professional communication, reveal their shortcomings and take measures to eliminate them. In this they are helped by a teacher.</font></p>  	    <p align="justify" ><font face="verdana" size="2">Accordingly, in the literature there are many classifications of business games according to various criteria:</font></p>  	    <p align="justify" ><font face="verdana" size="2">By time:</font></p>  	<ul>    <li><font face="verdana" size="2">Without time limit.</font></li>    ]]></body>
<body><![CDATA[</ul>  	<ul>    <li><font face="verdana" size="2">With time limitation.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2"> Games in real time.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Games where time is compressed.</font></li>    </ul>  	    <p align="justify" ><font face="verdana" size="2">According to the activity evaluation:</font></p>  	<ul>    <li><font face="verdana" size="2">Score or other evaluation of the activity of a player or team.</font></li>    </ul>  	<ul>    ]]></body>
<body><![CDATA[<li><font face="verdana" size="2">Evaluation of who worked like this is missing.</font></li>    </ul>  	    <p align="justify" ><font face="verdana" size="2">On the final result:</font></p>  	<ul>    <li><font face="verdana" size="2"> Hard games &#45; the answer is known in advance (for example, the network schedule), there are strict rules;</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">free, open games &#45; there is no known answer in advance, the rules are invented for each game, the participants work on solving the unstructured task.</font></li>    </ul>  	    <p align="justify" ><font face="verdana" size="2">For the ultimate goal:</font></p>  	<ul>    <li><font face="verdana" size="2">Training &#45; aimed at the emergence of new knowledge and strengthening the skills of participants;</font></li>    </ul>  	<ul>    ]]></body>
<body><![CDATA[<li><font face="verdana" size="2">Ascertaining &#45; competitions of professional skill;</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Search engines &#45; are aimed at identifying problems and finding ways to solve them.</font></li>    </ul>  	    <p align="justify" ><font face="verdana" size="2">According to the methodology of conducting:</font></p>  	<ul>    <li><font face="verdana" size="2">Hole games &#45; any salon game (chess, "Lake", "Monopoly"). The game takes place on a specially organized field, with strict rules, the results are recorded on the forms.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Role&#45;playing games &#45; each participant has either a specific task or a certain role that he must fulfill in accordance with the task.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2"> Group discussions &#45; are related to the development of meetings or the acquisition of group work skills. Participants have individual tasks, there are rules for conducting a discussion (for example, the game "Coordination Council", "Jury").</font></li>    ]]></body>
<body><![CDATA[</ul>  	<ul>    <li><font face="verdana" size="2">Imitation &#45; aim to create a representation for the participants of how to act in certain conditions ("Legal family" &#45; for training on globalization issues, etc.);</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Organizational and activity games (Shchedrovitsky) &#45; do not have strict rules, participants do not have roles, games are aimed at solving interdisciplinary problems. Activation of participants' work is due to hard pressure on the individual.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Emotional&#45;activity games (Gilbo, 1980) &#45; avoid rigid rules, imitate competitive or dependent relationships, reveal personal potential, focus on learning and personal growth. In fact, they are a form of training.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Innovative games (Dudchenko) &#45; form innovative thinking of participants, put forward innovative ideas in the traditional system of actions, practice models of real, desired, ideal situations, include trainings on self&#45;organization;</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Ensemble games (Krasovskiy) &#45; form the management thinking of the participants, are aimed at solving specific problems of the enterprise by the method of organizing partner business cooperation of teams consisting of heads of services.</font></li>    ]]></body>
<body><![CDATA[</ul>  	    <br>     <br>   	    <p align="justify" ><font face="verdana" size="3"><b>DEVELOPMENT</b></font></p>  	    <p align="justify" ><font face="verdana" size="2">Note that both its parts (game model and simulation model) can be successfully, and in a number of cases, most effectively implemented on a computer with the help of such information modeling tools as multi&#45;media technology, "virtual reality" technology, "artificial intelligence".</font></p>  	    <p align="justify" ><font face="verdana" size="2">Thus, the business game originated as a tool for finding managerial decisions in the face of uncertainty and multifactority. At present, they are used in the educational process of higher educational institutions, as a pedagogical technology, or one of the methods of active learning, in carrying out socio&#45;psychological training and in production to solve production, social and psychological problems. In all cases, there is a "two&#45;dimensionality of the business game" and not only gaming or professional tasks are being solved, but at the same time there is training and education of participants.</font></p>  	    <p align="justify" ><font face="verdana" size="2">Business game as a method of training is a normative model of the processes of activity. In particular, such a model is a role that contains a set of rules that determine both the content and direction, the nature of the actions of the players. The game method is first of all the performance of the role according to certain rules laid down in it, and the games used in education and training are, first of all, role&#45;playing games. Particular regulatory importance in gaming education belongs to the gaming problem: it is the core of the playing role and determines the educational and learning value of a particular game. In the game, the problem is the source of development, "sets in motion" the role, it also creates problematic situations of the game.</font></p>  	    <p align="justify" ><font face="verdana" size="2">The educational business game is a variant, dynamically developing form of the organization of purposeful interaction of activity and communication of all its participants in the implementation of pedagogical guidance by the teacher. The essence of this form is the relationship of simulation modeling and role behavior of game participants in the process of solving typical professional and educational tasks of a sufficiently high level of problems.</font></p>  	<ul>    <li><font face="verdana" size="2">Combined interactive strategy gaes &#45; combine ensemble and competition, prolonged simulate the actual development of the situation, aimed at collective design of the future.</font></li>    </ul>  	    ]]></body>
<body><![CDATA[<p align="justify" ><font face="verdana" size="2">One&#45;dimensional classifications were carried out according to the following criteria:</font></p>  	    <p align="justify" ><font face="verdana" size="2">a) On the modeled object &#45; general managerial and functional (imitation of production, financial activities).</font></p>  	    <p align="justify" ><font face="verdana" size="2">b) By the presence of interaction &#45; interactive and non&#45;interactive.</font></p>  	    <p align="justify" ><font face="verdana" size="2">c) For design features &#45; simple and complex.</font></p>  	    <p align="justify" ><font face="verdana" size="2">d) By the uniqueness of the win &#45; rigid and non&#45;rigid.</font></p>  	    <p align="justify" ><font face="verdana" size="2">e) By the presence of random events &#45; deterministic and stochastic.</font></p>  	    <p align="justify" ><font face="verdana" size="2">There is a three&#45;dimensional classification, which takes into account the main parameters of business games. The first axis represents a continuum from the actual production activity to the training session (there is no distribution of roles, the teams are independent). The second axis reflects the degree of interaction. Its extreme manifestations are the hole game and the meeting with the lobby. The third axis reflects the nature of the response, (feedback). It can be variants from a ballpark to a system evaluation of the indicators inherent in the simulated system.</font></p>     <br>     <br>  	    <p align="justify" ><font face="verdana" size="3"><b>CONCLUSIONS</b></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify" ><font face="verdana" size="2">In the process of a business game, the trainee must perform actions similar to those that can take place in his professional activities. The difference is that the answers to questions about the consequences of the actions taken, in game situations, gives a model of reality, and not the reality itself. This feature is the main advantage of gaming learning methods, as it allows:</font></p>  	<ul>    <li><font face="verdana" size="2">Firstly, do not be afraid of the negative consequences for the community of any wrong actions of the trainees, but, on the contrary, turn it to good advantage. Gaining experience;</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Second, significantly speed up the flow of real processes. For example, what happens in life for several years can be compressed to several hours?</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Thirdly, it is possible to repeatedly repeat one or another action to strengthen the skills of their implementation.</font></li>    </ul>  	<ul>    <li><font face="verdana" size="2">Fourthly, the actions are carried out in an environment of "conditional" (model) reality, empower the trainees and stimulate them to find the most effective way of making decisions.</font></li>    </ul>  	    <p align="justify" ><font face="verdana" size="2">Thus, different types of business games allow us to disclose from different sides both our own opportunities separately and in joint activities with other participants.</font></p>     ]]></body>
<body><![CDATA[<br>     <br>  	    <p align="justify" ><font face="verdana" size="3"><b>BIBLIOGRAPHIC REFERENCES</b></font></p>  	    <!-- ref --><p align="justify" ><font face="verdana" size="2">Andreev, V.S., &amp; Orlovsky, Yu. P. (1961). Legal status of persons who combine training with industrial labor. Moscow.    </font></p>  	    <!-- ref --><p align="justify" ><font face="verdana" size="2">Astrakhan, E.I., Karinsky, S.S., &amp; Stavtseva, A.I. (1955). The role of the Soviet labor law in the planned provision of the national economy with cadres. Moscow.    </font></p>  	    <!-- ref --><p align="justify" ><font face="verdana" size="2">Troshin. A.F. (1962). The legal status of workers and employees who study without interruption from production. Moscow.    </font></p> 	 		    <br>     ]]></body>
<body><![CDATA[<br>     <p align="justify"><font face="verdana" size="2">Recieved:&nbsp;October  2017.</font> </p> 	    <p style="margin-bottom: 0cm" ><font face="verdana" size="2">Accepted:&nbsp;December  2017.</font></p> 	    <br>     <br>     <br>      <p align="justify" ><em><font face="verdana" size="2">Ph. D. Kseniya E. Kovalenko</font></em></p>  	    <p align="justify" ><font face="verdana" size="2"><b>E&#45;mail:</b> <a href="mailto:kovalenko1288@mail.ru">kovalenko1288@mail.ru</a></font></p>  	    <p align="justify" ><em><font face="verdana" size="2">MSc. Natalia E. Kovalenko</font></em></p>  	    <p align="justify" ><font face="verdana" size="2"><b>E&#45;mail:</b> <a href="mailto:kke@email.asu.ru">kke@email.asu.ru</a></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify" ><em><font face="verdana" size="2">Ph. D. Dmitry V. Gribanov</font></em></p>  	    <p align="justify" ><font face="verdana" size="2"><b>E&#45;mail:</b> <a href="mailto:dvgribanov@yandex.ru">dvgribanov@yandex.ru</a></font></p>      ]]></body><back>
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