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February 2023, № 1 (237), pages 65-72doi: 10.25198/1814-6457-237-65
Savva L.I., Novikova T.B., Kurzaeva L.V., Dubrovskiy V.V. DEVELOPMENT OF A COMPETENT MODEL OF REQUIREMENTS FOR THE RESULTS OF TRAINING SPECIALISTS IN THE FIELD OF COMPUTER GRAPHICS AND GAME SPECIAL EFFECTSToday, the industry of computer graphics and game special effects and its application in the development of computer games, virtual/augmented reality (Ar / Vr) occupies a leading position in all areas of life. The training of specialists for the computer graphics and animation industry is very important. However, today, in higher educational institutions there are no disciplines that consider the knowledge and skills of working with computer graphics and special effects for game development and Ar / Vr. The computer games industry is mainly self-taught, who study independently in certain areas of graphics from separate courses. There is no complete course in computer graphics for the computer games industry, Ar/Vr. We have decided to develop an electronic course on the discipline “Fundamentals of creating computer graphics and game special effects for the industry of computer games and virtual/augmented reality”. We have presented in detail the description of the development of a computer model of requirements for the results of training of specialists in the field of computer graphics and game special effects in the gaming industry. After analyzing the theory, a list of professions of people who are employed in the industry was described and their functionality was highlighted. Based on previously identified professions, using international standards, the requirements for the competencies of IT specialists in the field of computer games, computer graphics and animation have been formed. From the identified competencies, a competency-based model of requirements for learning outcomes in the subject areas of the computer graphics and animation industry in the computer games industry was synthesized. Key words: computer graphics, game special effects, the computer game industry, distance education, course, work program, competence model.
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About this article
Authors: Savva L.I., Kurzaeva L.V., Dubrovskiy V.V.
Year: 2023
doi: 10.25198/1814-6457-237-65
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Editor-in-chief |
Sergey Aleksandrovich MIROSHNIKOV |
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