Формування риторичної культури особистості майбутнього фахівця з рекламної діяльності засобами діалогічно-дискусійних та ігрових технологій

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Ескіз

Дата

2014

Назва журналу

Номер ISSN

Назва тому

Видавець

Держава та регіони. Запоріжжя

Анотація

The article deals with the formation of rhetorical culture of future specialists in advertising activity. The individual and integral educational process is characterized on the basis of two components: thematic, which provides a theoretical presentation of the material and processual, which ensures a practical realization of the material by means of dialogical-discussion and game technology. In order for future advertising specialist to work, speak in public, he must have not only a certain general cultural, educational and professional ground, appropriate psychophysiological traits, but also a necessary level of rhetorical culture, which includes knowledge and skills in thematic and cultural-verbal training, the use of various means to improve the communication, taking into account the particularity of different oratory forms and some other professional achievements that are necessary for carrying out the advertising activities. Formation of the rhetorical culture is contributed by the dialogical-discussion technology, use of games (business, role), performing of various exercises. They are considered to be leading in rhetorical training of future specialists in advertising. As the basic dialogical-discussion technologies were selected: lecture- conversation, lecture-discussion, problem lecture, lecture-analysis of the specific situation, lecture-consultation. In the paper shown an example of the game aimed at the enriching and systematization of future specialists knowledge in accordance with rhetorical laws of the audience modeling, as well as identifying and analyzing of the interlocutor status, composition of the statements in compliance with the psychological and social characteristics of the audience.

Опис

Ключові слова

rhetorical cultural, specialist in advertising activity, oratory, thematic and processual provision, business games, game technologies.

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