The article is devoted to the study of the role of gamer practice and the implementation of business games in the process of forming professional self-identification and self-determination of learners. In modern society, a stable positive attitude to the role of games is being formed both in human life as a whole and in the process of acquiring competences for professional activities. The authors conducted a theoretical review of research on the topic of playing practice and its role in the process of training different categories of students. It was found that games allow to supplement the educational process with the possibility of modeling situations, forming cognitive activity, increase students' interest. Attention is also paid to the formation of a procedure of professional self-determination, which period in new formats of implementation of educational programs of higher education. It was found that in the professional choice the decision is based on a multitude of factors and an important aspect is own opinion of the person, possibilities of his specific characteristics and potential. The article describes the practice of implementing professional self-determination of students after mastering the nuclear program with the help of an authorial business game, Aimed at identifying the level of mastery of general and superprofessional competencies and propensity to design or perform other professional functions. The developed business game «ISEC.TOR», according to the results of the first test showed positive effects in the framework of assessment of acquired competences, as well as the formation of a general conclusion on readiness of the student for further development of the occupational block of disciplines and on correctness of his own choice of training profile.
Абдрахманова et al. (Thu,) studied this question.
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