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https://dspace.ncfu.ru/handle/20.500.12258/15974| Title: | Entrepreneurship in the digital economy society: pedagogical aspects |
| Authors: | Dzamykhova, M. T. Дзамыхова, М. Т. Ivanova, O. Y. Иванова, О. Я. |
| Keywords: | Digital economy;Digital technologies;Entrepreneurship;Model;Virtuality |
| Issue Date: | 2020 |
| Publisher: | CEUR-WS |
| Citation: | Shutikova M., Dzakmykhov A., Dzamykhova M., Ivanova O. Entrepreneurship in the digital economy society: pedagogical aspects // CEUR Workshop Proceedings. - 2020. - Том 2861. - Pages 124 - 131 |
| Series/Report no.: | CEUR Workshop Proceedings |
| Abstract: | The priority goal in the General education system is the formation of functional literacy of students. The ability and willingness to use knowledge, skills and abilities and, if necessary, find ways to solve problems, become a priority in the process of life. Among the main types of functional literacy, such as reading, mathematics, science, business literacy occupies a special place. The formation of students' entrepreneurial literacy includes the following stages: understanding entrepreneurship, participating in the entrepreneurial process, and learning to be an entrepreneur. This requires not only the transfer of knowledge about business and management, but also the development of new ways of thinking, attitudes, competencies and behavior. A significant proportion of secondary school students are interested in economic and entrepreneurial activities. However, students have very superficial ideas about the essence of business activity, its organization, material and information support. In particular, this applies to business activities in a digital society. In this society, information itself becomes a commodity, and the price of any product is the sum of the price of material and information components. Moreover, the price of the latter can reach 70-90% of the total cost of the product. A feature of entrepreneurship in a digital society is the constant use of information and communication technologies, in particular technologies of the Fourth industrial revolution. These technologies include an intellectual component and represent a qualitatively new stage in the development of information and communication technologies. Of course, participation of students in real business projects is isolated and cannot be transferred to General education. It does not allow them to master all the subtleties of business activities necessary for the formation of professional competencies. The creation and use of "virtual" economic structures that have all the main features of real economic structures in many ways contributes to the solution of this problem. Such structures can be implemented as a role-playing game played by a team of students. The goal of this game is to create a "company" model for creating a specific product or providing popular services. In the process of implementing virtual business activities, it is possible to use a computer and computer modeling. The article presents a methodological implementation of the above approach in the form of a scheme of project activities focused on the creation and development of a specific "company" that produces selected products |
| URI: | http://hdl.handle.net/20.500.12258/15974 |
| Appears in Collections: | Статьи, проиндексированные в SCOPUS, WOS |
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| scopusresults 1722 .pdf Restricted Access | 63.08 kB | Adobe PDF | View/Open |
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