Application of Virtual Reality Techniques in Professional Training of Master Degree Students Within the Study of The Discipline “Business English” (Based on The Simulation Outfit Business Game)

Author(s):

DOI: https://doi.org/10.32782/2307-9770.2023.11.04.04

Paper Language: ENG

Abstract

The article presents the theoretical and experimental results of research into the field of education. The problem statement was caused with the fact that virtual reality (VR) offers learners an immersive and interactive learning experience, allowing them to comprehend challenging concepts and ideas more efficiently and effectively. VR technology has enabled educators to develop a wide range of learning experiences, from virtual field trips to complex simulations, that may be utilized to engage students and help them learn. Learning theories and approaches are essential for understanding how students learn and how to design effective learning experiences. In addition, the actuality of the ongoing research is proven with the evidence that today, modern requirements for specialists’ increase year by year and include not only a high level of knowledge and skills in the field, but also mastery of a foreign language at an appropriate level. It is connected with the fact that a modern specialist receives new professional information through foreign sources. Studying today of foreign languages contributes to the implementation of such areas of professional activity as familiarization with new technologies, scientific hypotheses, outstanding innovations in the field techniques; establishing contacts with foreign partners, companies, enterprises, educational institutions; increasing the level of professional competence of specialists. Possession of a foreign language is no longer a sign of prestige, but a necessity a modern specialist. The main purpose of the pedagogical research is to demonstrate alternative method of future specialists professional training by means of applying virtual reality techniques in teaching Master degree students within the study of the discipline “Business English” (based on the Simulation Outfit Business Game). Consequently, the following tasks were outlined, such as: firstly, to give a theoretical review of the essence, advantages and disadvantages of e-learning; secondly, give exemplified analysis of the game modules virtual reality training (reflection on Supply Chain Relationships and Responsibilities; reflection on Forecasting and Contracts; reflection on Human Resources and Capacity Planning) and, thirdly, correlate each defined training module with business theories giving brief presentation of them in particular. The outcomes of the paper have revealed that VR learning comprises a plenty of benefits for professional training: one of the primary advantages of implementing VR in education is that it provides a more immersive and engaging learning experience; VR can transport learners to difficult-to-access places, such as business manufacture; students are able to better understand the subject and engage with the learning material when they are given a unique perspective.

Keywords

virtual reality, VR method, Master Degree students, Business English, Simulation Outfit Business Game, professional training, qualifications, responsibilities, educational theories, virtual reality in education

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