Ролевые и деловые игры, экспрессивные ситуации на английском языке для экономистов
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Новинка
Основная коллекция
Тематика:
Английский язык
Издательство:
РГЭУ (РИНХ)
Год издания: 2008
Кол-во страниц: 60
Дополнительно
Вид издания:
Учебное пособие
Уровень образования:
ВО - Бакалавриат
ISBN: 978-5-7972-1294-2
Артикул: 859164.01.99
Цель пособия - развитие коммуникативно-мыслительной деятельности, формирование навыков профессионально-ориентированного говорения посредством погружения в профессиональную среду с помощью ролевых и деловых игр. экспрессивных ситуаций. Пособие состоит из предисловия, четырех глав, глоссария, приложения и отражает тематику основных разделов экономики: экономика производства, менеджмент, маркетинг, финансы и кредит. Организация и проведение ролевых игр. экспрессивных ситуаций основывается на принципах современной методики преподавания иностранного языка, в том числе и английского. Задания носят продуктивный, творческий и конструктивный характер, создают благоприятную атмосферу для общения, дискуссий и преодоления проблемных ситуаций в рамках профессии.
Для студентов экономических вузов и факультетов.
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ФЕДЕРАЛЬНОЕ АГЕНТСТВО ПО ОБРАЗОВАНИЮ РОСТОВСКИЙ ГОСУДАРСТВЕННЫЙ ЭКОНОМИЧЕСКИЙ УНИВЕРСИТЕТ «РИНХ» ГЛУХОВА Э.Р., ДОМНИЦКАЯ Т.Р. РОЛЕВЫЕ И ДЕЛОВЫЕ ИГРЫ, ЭКСПРЕССИВНЫЕ СИТУАЦИИ НА АНГЛИЙСКОМ ЯЗЫКЕ ДЛЯ ЭКОНОМИСТОВ Учебное пособие Ростов-на-Дону 2008
УДК 811.111 (075) Г 55 Глухова, Э.Р. Ролевые и деловые игры, экспрессивные ситуации Г 55 на английском языке для экономистов : учеб. пособие / Э.Р. Глухова, Т.Р. Домницкая ; Рост. гос. эконом. ун-т «РИНХ». – Ростов н/Д, 2008. – 60 с. ISBN 978-5-7972-1294-2 Цель пособия – развитие коммуникативно-мыслительной деятельности, формирование навыков профессионально-ориентированного говорения посредством погружения в профессиональную среду с помощью ролевых и деловых игр, экспрессивных ситуаций. Пособие состоит из предисловия, четырех глав, глоссария, приложения и отражает тематику основных разделов экономики: экономика производства, менеджмент, маркетинг, финансы и кредит. Организация и проведение ролевых игр, экспрессивных ситуаций основывается на принципах современной методики преподавания иностранного языка, в том числе и английского. Задания носят продуктивный, творческий и конструктивный характер, создают благоприятную атмосферу для общения, дискуссий и преодоления проблемных ситуаций в рамках профессии. Для студентов экономических вузов и факультетов. УДК 811.111 (075) Рецензенты: кандидат филологических наук, доцент Карпова Е.М. кандидат психологических наук, доцент Евдокимова Н.В. Утверждено в качестве учебного пособия редакционно-издательским советом РГЭУ «РИНХ». ISBN 978-5-7972-1294-2 © Ростовский государственный экономический университет «РИНХ», 2008 © Глухова Э.Р., Домницкая Т.Р., 2008 2
CONTENT PREFACE ...................................................................................................................5 CHAPTER I BUSINESS AND BANKS Lesson 1. Business.............................................................................................7 Lesson 2. Banks...............................................................................................14 CHAPTER II BARGAINS, TRADES AND WAGES Lesson 1. Bargains..........................................................................................18 Lesson 2. Trades .............................................................................................21 Lesson 3. Wages..............................................................................................25 CHAPTER III MONEY, MARKETS AND INCOMES Lesson 1. Money .............................................................................................28 Lesson 2. Markets...........................................................................................32 Lesson 3. Incomes...........................................................................................35 CHAPTER IV WORK AND ECONOMIC STABILITY Lesson 1. Work ...............................................................................................45 Lesson 2. Economic stability .........................................................................49 GLOSSARY..............................................................................................................51 APPENDIX ...............................................................................................................55 3
ВВЕДЕНИЕ Учебное пособие «Ролевые и деловые игры, экспрессивные ситуации на английском языке для экономистов» направлено на развитие навыков устной речи, профессиональных качеств и способностей студентов II курса специальностей «Экономика производства», «Менеджмент», «Маркетинг», «Финансы и кредит». Цель данной работы заключается в том, чтобы посредством игр, ситуаций осуществлять вхождение в роль и, тем самым, совершенствовать как знание иностранного языка, так и основные аспекты профессиональной деятельности. Задания стимулируют активную работу студентов по совершенствованию навыков говорения и расширения лексического запаса. 4
PREFACE A role-playing game (RPG) is a game in which the participants assume the roles of fictional characters. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game. Most role-playing games are conducted like radio drama: only the spoken component is acted. One player, the game master (GM), creates a setting in which the other players play the role of a single character. The GM describes the game world and its inhabitants; the other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM. There is a variety of role-playing game in which players do perform their characters' physical actions, known as live action roleplaying games (LARP). Role playing games are fundamentally different from most other types of games in that they stress social interaction and collaboration, whereas board games, card games, and sports emphasize competition. Role-playing games are a form of interactive and collaborative storytelling. Like novels or films, role-playing games appeal because they engage the imagination. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player at a roleplaying game makes choices that affect the story. Such role-playing games extend an older tradition of storytelling games where a small group of friends collaborate to create a story. While simple forms of role-playing exist in traditional children's games such as «cops and robbers», «cowboys and Indians» and «playing house», role-playing games add a level of sophistication and persistence to this basic idea with the addition of numeric rule sets and the participation of a referee. Participants in a role-playing game will generate specific characters and an ongoing plot. A consistent system of rules and a more or less realistic campaign setting in games aids suspension of disbelief. The level of realism in games ranges from just enough internal consistency to set up a believable story or credible challenge up to full-blown simulations of real-world processes. In traditional role-playing games, participants usually sit around a table and conduct the game as a small social gathering. One participant, the «gamemaster» (GM), describes the setting and the actions of the inhabitants, while the others describe their characters' actions and responses. Players usually keep track of the details of their character(s) on paper character-sheets. The game system typically requires players to roll dice or employ some sort of randomizer to determine the outcome of some of their actions, most typically in combat or other stressful situations. These are also known as tabletop or paper and pencil role-playing games, to distinguish them from LARPs or computer role-playing games. Games which emphasize plot, character and interaction over game mechanics and combat sometimes prefer the name «sto 5
rytelling game». These types of games tend to minimize or altogether eliminate the use of dice or other randomizing elements. RPGs often require the tutor to relinquish some control over the process and outcomes of learning. As well as encouraging students to reflect upon their theoretical understanding of economic concepts and arguments, RPG is an excellent approach by which to develop in students a greater appreciation of role and responsibility. As a teaching method, RPG can encourage students to empathize with the position and feelings of others and to look beyond their immediate assumptions and expectations. Many studies have claimed that RPGs, especially when group based, have contributed to a positive change in classroom dynamics. It has been suggested that they help break down barriers and stimulates a greater level of long-term interactivity between students. Problems, however, might arise if students fail to take the RPG seriously, seeing it merely as a break from ‘real’ teaching. Supporters of RPG claim that such an approach to teaching and learning can give life and relevance to academically descriptive material. Remote theoretical concepts can be given life by placing them in a situation with which students are familiar. For example, understanding the workings of the market might be far more effectively relayed to students through a simple game rather than a theoretical discussion of the principles of demand and supply. As well as knowledge and roles, RPG can contribute positively to the development of key transferable skills, particularly in terms of communication and social skills. Depending upon the organization of the activity, it may be possible to develop skills in recognizing and presenting arguments, presenting to an audience and working collaboratively in a group. The literature on RPG suggests that the typical use of RPG involves group work, and as such draws upon its relative strengths and weaknesses. Most RPGs require students to solve problems through analysis, synthesis and evaluation: all high level skills. The final issue to raise in this section concerns the development and running of RPG. Preparing, running and debriefing GRP often requires more time and effort from the tutor than a traditional approach to teaching. The issue that requires resolving is whether RPGs improve learning sufficiently or not. Evidence suggests that where evaluations have been considered in this respect, the gains from using RPG have been found to justify the fact that such teaching methods are productive. 6