DIGITAL LIBRARY
INCREASING THE COMPETENCY REQUIREMENTS OF UNIVERSITY GRADUATES IN THE DIGITAL ECONOMY
Ural Federal University (RUSSIAN FEDERATION)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 1708-1713
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0429
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
In the context of globalization of business, the requirements for the integration of information systems are increasing, and as a result, the level of competence of university graduates both for areas related to IT and for areas that have no relation to IT, including management and economics.

In the transition to the information society, i.e. in the context of the digitalization of the economy, as is commonly believed, the process of the release of labor resources, consider these processes. When replacing manual labor, new progressive equipment appears, specialists should be involved both for the development of this equipment, and for its maintenance. Software must be written for the equipment. The requirements for specialists who work with the use of this equipment are changing, and their training may not include special requirements for IT knowledge. The introduction of IT reduces the routine work, but at the same time, business processes change by introducing digital technologies into production processes, management processes and supporting business processes. The level of requirements for the information culture of specialists, including the competencies of university graduates, is increasing.

New requirements for IT competencies of specialists who work in conditions of widespread use of digital technologies and must create and use software products in their work, maintain hardware and communications, are increasing. Training in these conditions should be aimed at advancing, which is expressed in the practical application of IT in the framework of the educational process. The use of project training as part of the implementation of E-learning and M-learning allows us to make the process of applying IT basic, used not only for solving basic problems, but also for implementing the communication process.

The use of game mechanics when introducing electronic educational resources into the educational process also allows mastering and fixing the basic requirements for specialists at the level of universal competencies as part of the development of the digital economy. The widespread use of mobile applications, when switching to M-learning technologies, also enhances the development of IT competencies at a basic level and consolidates them in carrying out practical tasks.
Keywords:
IT competencies, graduate training, digital economy.