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Vestnik Vysshey Shkoly (Higher School Herald)
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The use of ‘VIRTUOZ’ method (Variable Game Solution of Difficult Educational Problems) for choosing a university for study

E.S. Vylkova, S.S. Bykov
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UDC 378-044.3:316.6-052
 
 

Elena S. Vylkova, Dr. Sc. (Economics), Professor of the Department of Economics at Russian Academy of National Economy and Public Administration under the President of the Russian Federation (RANEP), North-West Institute of management-branch, St. Petersburg, e-mail: vylkova-es@ranepa.ru

Stepan S. Bykov, PhD in Economics, Associate Professor of Baikal School of BRICS at Irkutsk National Research Technical University, e-mail: bstepan@yandex.ru

In the context of the permanent transformation of the higher education system, it is not only game practices that are in demand, but also the widest possible gamification of the educational process itself in higher education. The article discusses the option of organizing the game VIRTUOZ (Variable Game Solution of Difficult Educational Problems) at an open day with applicants and their parents. The VIRTUOZ game is held in order to form an objective opinion among its participants about where to go to study on the basis of a comprehensive comparison of information from open sources on competing departments that are currently training students in a particular field in the corresponding region (regions).

Variants of tasks/competitions for team members are given, allowing to compare departments by the share of employed graduates and their average salary; on the structure of academic titles of teachers; indicators of scientific activity; tuition fees. Variants of creative contests for viewers are given. 

In the future, it is possible to hold other competitions and introduce weights for certain aspects of the department's activities, based on their importance for applicants and their parents, either setting them in advance, or offering to do this directly to team members.

Competent gamification of the educational process in Russian higher education, starting with the admission of applicants and ending with the employment of graduates, is designed to help in the development of domestic higher education today and in the long term.

Keywords: higher education, educational process, interactive teaching methods, educational task, gamification, applicant, choice of university for study

 

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