The relevance of this article is conditioned by the need to analyze and study the student views and positions on the issue of intercultural communication and intercultural interaction, as it is obvious that in the foreseeable future we will continue to live in a multiethnic, multicultural society and strive for the successful coexistence of many different cultures in social networks. The aim of the study is to identify the attitude of students communicating in social networks to ethnocentrism. The leading methods for the study of this problem are the methods of questioning and testing, allowing making a qualitative analysis of the peculiarities of the attitude of students communicating in social networks, to ethnocentrism, and allowing identifying the position of students on the issue of intercultural communication and intercultural interaction. The article reveals the criteria peculiar to the representatives of different ethnic groups with a high level of ethnocentrism. These students consider everything that happens in their culture to be natural and correct, and in others to be wrong; consider the customs of their group as universal: "what is good for us is good for others"; consider the norms, roles and values of their group to be absolutely correct; act so that the representatives of their group feel like winners; feel hostility towards external groups. It is determined that the presence of a set of these criteria and properties (or most of them) in the ethnic consciousness of the individual, allows us to talk about a high level of ethnocentrism. The novelty and originality of the study lies in the fact that a set of criteria characterizing the opinion of students, supporters of cultural relativism is revealed: they are often in contact with representatives of other ethnic groups
The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media-computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players, changing their established way of life, behaviors, forming new styles of communication and attitude to the surrounding reality. The activation of interest in the process of everyday social practices arose due to the shift of value orientations in the structure of students' lifestyle. The aim of the study is to analyze the impact of computer games on everyday social practices of students-gamers. The leading methods for the study of this problem is the interview method, which allows revealing more fully and multifaceted impact of computer games on everyday social practices of students-gamers. It was found that the main characteristics of the gamer are: the ability to appreciate the game; the ability to play a lot of fun, not to chase the game awards; to see in the games something of great importance; to know a lot about different games; to be able to play well and understand the game. It is shown that computer games do not generate subcultures, but only try to unite people and teach them to work together in a team. Gamers arrange events for any particular game they play. Such meetings are most often of a competitive nature. Students gamers note the following skills that they acquire through the games: meeting new people; learning English; improving
The article is the author's take on E. Zola's novel "L'Assomoir", which is the so-called "roman ouvrier" (a novel about worker's life). The central character of the novel is Gervaise on her way of becoming a victim of the environment and bad heredity, her programmed tragic fate in conditions of drunkenness and poverty, her moral decay. The authors aim at making the outline of Zola's novel from such key points as human body, alcoholism, the city of Paris, celebrations, and to highlight a feature in the style of the novel, i.e. the use of comparisons and metaphors based on images of animals. The main aspects of the analysis are the system of oppositions (man-animal, the Gougetsthe Lorilleux, capitalprovince, abundant feasts-poverty), which is transmitted through the author's use of argo and familiar vocabulary, very sharp depiction of family violence, degeneracy and beastliness. Oppositions in the novel are based on using the metaphors: the trap / assomoir is both the name of the tavern, and alcohol, but also the consequences of alcohol, and the difficulties of life, and life itself; a cubbyhole is both a calm little world, the embodiment of happiness for Gervaise, and a small room -a kennel-like hole in which she dies, and the embodiment of Gervaise's fall from her happy little world into a dark emptiness. The fall of Gervaise is described through a gradual narrowing of space. Gervaise's death is inevitable but a good lesson and warning for every reader, the novel itself not losing its acuteness.
The article is the author's take on up-to-day technologies in forming the foreign language competence of the future lawyers. Educational process of law students in a foreign language cannot be carried out without a proper system of monitoring the development of communication skills and abilities. As a result of using multimedia technologies, both the teacher and the student get the opportunity to pay attention to the existing gaps in communication skills and adjust their speech activity accordingly. From the point of view of the competence approach, the goal of teaching future lawyers a foreign language is to form their communicative competence, which includes the student's ability to correctly and argumentatively maintain oral and written speech The control of using multimedia technologies provides the necessary information for analysis and making appropriate changes in the organization of the educational process. Multimedia has become one of the leading learning tools in the period of distance learning. Multimedia is a technology that combines information (data), sound, animation, and graphics. Using modern appliances have made it possible to qualitatively change the control over students' activities, while providing flexibility in managing the educational process. Using the information resources of the Internet allows integrating them into the educational process to more effectively solve a number of didactic tasks in a practical lesson. The use of computer presentations in the classroom allows to introduce new material in the most exciting way, the principle of visibility is implemented, which contributes to the solid assimilation of information.
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