title: ÐÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ðµ ÑÐ°Ð·Ð²Ð¸ÑÐ¸Ñ ÐºÐ¾Ð¼Ð¿ÐµÑÐµÐ½ÑÐ¸Ð¹ ÑÑÐ°ÑÑÐ½Ð¸ÐºÐ¾Ð² ÐºÐ¾Ð¼Ð°Ð½Ð´ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð² Ð² IT-Ð¸Ð½Ð´ÑÑÑÑÐ¸Ð¸ Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸ÐµÐ¼ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ ÑÐµÑÐµÐ· Ð¾Ð¿ÑÑ
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð¼Ð°Ð³Ð¸ÑÑÑÐ°
titleType: Subtitle
title: A study of the development of competencies of team members of innovative projects in the IT industry using experiential learning
Creators: name: Ð¥Ð¾Ð¼ÐµÐ½ÐºÐ¾, ÐÐ½Ð°ÑÑÐ°ÑÐ¸Ñ
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2022
Subjects: ÐÐ½ÑÐ¾ÑÐ¼Ð°ÑÐ¸Ð¾Ð½Ð½ÑÐµ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¸
ÑÐ°Ð·Ð²Ð¸Ð²Ð°ÑÑÐµÐµ Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ
ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð²
Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ ÑÐµÑÐµÐ· Ð¾Ð¿ÑÑ
ÐºÐ¾Ð¼Ð¿ÐµÑÐµÐ½ÑÐ¸Ñ
Ð½Ð°Ð²ÑÐº
progressive learning
innovation projects teams
experiential learning
competence
skill

description: Â Ð ÑÐ°Ð±Ð¾ÑÐµ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð° Ð¼Ð¾Ð´ÐµÐ»Ñ Ð¿ÑÐ¾ÑÐµÑÑÐ° Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ ÑÐ¾ÑÑÑÐ´Ð½Ð¸ÐºÐ¾Ð² ÐºÐ¾Ð¼Ð°Ð½Ð´ Ð¸Ð½Â­Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð² Ð½Ð° Ð¾ÑÐ½Ð¾Ð²Ðµ ÑÐ¸ÐºÐ»Ð° Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ ÑÐµÑÐµÐ· Ð¾Ð¿ÑÑ Ð. ÐÐ¾Ð»Ð±Ð° Ð¸ Ð . Ð¤ÑÐ°Ñ.Â Ð¦ÐµÐ»Ñ ÑÐ°Ð±Ð¾ÑÑ Ð·Ð°ÐºÐ»ÑÑÐ°ÐµÑÑÑ Ð² ÑÐ°Ð·ÑÐ°Ð±Ð¾ÑÐºÐµ Ð¼Ð¾Ð´Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð¼Ð¾Ð´ÐµÐ»Ð¸ Ð¿ÑÐ¾ÑÐµÑÑÐ° Ð¾Ð±ÑÂ­ÑÐµÐ½Ð¸Ñ ÑÐµÑÐµÐ· Ð¾Ð¿ÑÑ, Ð¿Ð¾Ð·Ð²Ð¾Ð»ÑÑÑÐµÐ¹ Ð·Ð° ÐºÐ¾ÑÐ¾ÑÐºÐ¸Ð¹ ÑÑÐ¾Ðº ÑÐ°Ð·Ð²Ð¸ÑÑ ÐºÐ¾Ð¼Ð¿ÐµÑÐµÐ½ÑÐ¸Ð¸ Ð´Ð»Ñ ÑÐ°Â­Ð±Ð¾ÑÑ ÑÐ¾ÑÑÑÐ´Ð½Ð¸ÐºÐ° Ð² ÐºÐ¾Ð¼Ð°Ð½Ð´Ðµ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½Ð¾Ð³Ð¾ Ð¿ÑÐ¾ÐµÐºÑÐ° Ð½Ð° IT-Ð¿ÑÐµÐ´Ð¿ÑÐ¸ÑÑÐ¸Ð¸.Â ÐÐ±ÑÐµÐºÑÐ¾Ð¼ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð² ÑÐ°Ð±Ð¾ÑÐµ ÑÐ²Ð»ÑÑÑÑÑ ÐºÐ¾Ð¼Ð¿ÐµÑÐµÐ½ÑÐ¸Ð¸ ÑÑÐ°ÑÑÐ½Ð¸ÐºÐ¾Ð² ÐºÐ¾Â­Ð¼Ð°Ð½Ð´ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð², Ð¿ÑÐµÐ´Ð¼ÐµÑÐ¾Ð¼ â ÑÐ°Ð·Ð²Ð¸ÑÐ¸Ðµ ÐºÐ¾Ð¼Ð¿ÐµÑÐµÐ½ÑÐ¸Ð¹ ÑÑÐ°ÑÑÐ½Ð¸ÐºÐ¾Ð² ÐºÐ¾Ð¼Ð°Ð½Ð´ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð².Â Ð Ð°Ð±Ð¾ÑÐ° Ð±ÑÐ»Ð° Ð¿ÑÐ¾Ð²ÐµÐ´ÐµÐ½Ð° Ð½Ð° Ð±Ð°Ð·Ðµ ÐºÐ¾Ð¼Ð°Ð½Ð´Ñ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð² IT-Ð¿ÑÐµÐ´Ð¿ÑÐ¸ÑÑÐ¸Ñ Â«Dino SystemsÂ».Â ÐÐ°ÑÑÐ½ÑÐ¼ ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð¼ Ð´Ð°Ð½Ð½Ð¾Ð¹ ÑÐ°Ð±Ð¾ÑÑ ÑÐ²Ð»ÑÐµÑÑÑ Ð¼Ð¾Ð´Ð¸ÑÐ¸ÑÐ¸ÑÐ¾Ð²Ð°Ð½Ð½Ð°Ñ Ð¼Ð¾Ð´ÐµÐ»Ñ Ð¿ÑÐ¾ÑÐµÑÑÐ° Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ ÑÐµÑÐµÐ· Ð¾Ð¿ÑÑ, Ð¾ÑÐ»Ð¸ÑÐ°ÑÑÐ°ÑÑÑ Ð¾Ñ ÑÑÑÐµÑÑÐ²ÑÑÑÐµÐ¹ Ð½Ð°Ð»Ð¸ÑÐ¸ÐµÐ¼ Ð´Ð¾Â­Ð¿Ð¾Ð»Ð½Ð¸ÑÐµÐ»ÑÐ½Ð¾Ð³Ð¾ ÑÐ°Ð³Ð° Ð² Ð¿ÑÐ¾ÑÐµÑÑÐµ, Ð¿Ð¾Ð·Ð²Ð¾Ð»ÑÑÑÐ°Ñ Ð±ÑÑÑÑÐµÐµ ÑÐ°Ð·Ð²Ð¸Ð²Ð°ÑÑ Ð½Ð°Ð²ÑÐºÐ¸ ÑÑÐ°ÑÑÂ­Ð½Ð¸ÐºÐ¾Ð² ÐºÐ¾Ð¼Ð°Ð½Ð´ Ð¸Ð½Ð½Ð¾Ð²Ð°ÑÐ¸Ð¾Ð½Ð½ÑÑ Ð¿ÑÐ¾ÐµÐºÑÐ¾Ð², Ð° ÑÐ°ÐºÐ¶Ðµ ÑÑÐ¾ÑÐ½ÐµÐ½Ð½Ð°Ñ ÑÐºÐ°Ð»Ð° Ð´Ð»Ñ Ð¾ÑÐµÐ½ÐºÐ¸ ÑÑÐ¾Ð²Ð½Ñ Ð²Ð»Ð°Ð´ÐµÐ½Ð¸Ñ Ð½Ð°Ð²ÑÐºÐ¾Ð¼.
description: Â The paper proposes a model of the process of teaching innovation projects teams members based on the D. Kolb and R. Fry experiential learning cycle.Â The purpose of the work is to develop modification of experiential learning model that allows in a short time competencies for innovation projects teams members in IT enterprises.Â The object of research in the work is the competencies of innovation projects teams members, the subject is the development of competencies of participants in inÂ­novation projects teams.Â The work was carried out on the basis of the team of innovation projects of the IT enterprise Dino Systems.Â The scientific result of this work is a modified model of the experiential learnÂ­ing, which differs from the existing one by the presence of an additional step in the process, which allows you to quickly develop the skills of participants in innovation project teams and an updated scale for assessing the level of skill proficiency.