ENHANCING STUDENTS' SUGGESTIVE COMPETENCE IN THE TRAINING PROCESS USING INTERACTIVE TECHNOLOGIES
Abstract
This article focuses on enhancing students' suggestive competence through the use of interactive technologies in the educational process. It discusses various interactive tools such as online collaboration platforms, educational games, virtual and augmented reality (VR and AR), interactive whiteboards, and digital content, which can help improve students’ ability to propose, suggest, and communicate ideas effectively. The integration of these technologies into the learning environment fosters creativity, critical thinking, and active participation. The article also highlights the benefits of using interactive technologies to promote suggestive competence, enabling students to contribute meaningfully to group discussions, solve problems collaboratively, and improve their communication skills.
References
1. Jonassen, D. H. (1999). Computers as Mindtools for Schools: Engaging Critical Thinking. Prentice Hall.
This book explores the role of computers and digital tools in fostering critical thinking and problem-solving skills, which are essential components of suggestive competence.
2. Keller, J. M. (2010). Motivational Design for Learning and Performance: The ARCS Model Approach. Springer.
Keller’s work provides insights into how technology can be used to motivate students and improve engagement, which is important in developing suggestive competence through interactive learning methods.
3. Puentedura, R. R. (2013). SAMR: A Model for Transforming Learning with Technology.
Puentedura’s SAMR model offers a framework for understanding how various technologies can enhance learning, particularly in encouraging creative and critical thinking, key components of suggestive competence.
4. Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.
Vygotsky's theory on social learning and cognitive development provides the foundation for understanding how interactive and collaborative technologies can foster suggestive competence in students.
5. Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Computers in Entertainment, 1(1), 20-20.
Gee's research on learning through video games highlights how interactive elements can engage students and improve their problem-solving and suggestion-making skills.
6. Mayer, R. E. (2005). The Cambridge Handbook of Multimedia Learning. Cambridge University Press.
Mayer’s work focuses on the effectiveness of multimedia tools in learning environments, emphasizing the importance of interactive and visual learning strategies in enhancing suggestive competence.
7. Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 78(4), 772-790.
This research examines how interactive technologies, particularly video games, can influence behavior and thinking, providing insights into how they can be used to stimulate critical thinking and the ability to make suggestions in a controlled environment.
8. Mishra, P., & Koehler, M. J. (2006). Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge. Teachers College Record, 108(6), 1017-1054.
This article discusses the integration of technology into teaching, highlighting the importance of interactive learning tools in enhancing students' skills, including suggestive competence.