Art Theater School
As a result of the project significantly reduced the time to record students' progress, the formation of statements of certification, recertification and attendance, exam sheets, cards students. In addition, provided quick access to data about students: personal data, information about education, formation of the orders, academic and work plan. The school opened studio at the Moscow Art Theater in 1943. The initiator of its create a Nemirovich-Danchenko, co-founder of the Moscow Art Theatre. Since its inception the School are taught by leading masters of the Art Theatre. Today, the school-studio study More than 400 students. High competition for space and prestige educational institution leading to an annual increase in the willingness to learn FGOU VPO "Moscow Art Theater School." Earlier in the university accounting curriculum and personal affairs of students formation of orders and inquiries conducted by hand, which was time consuming. For guidance, it was important to reduce the time to record students' progress, the formation of academic and work plans to have permanent access to the database all students.
To automate the learning process has been chosen product "BIT AVROBUS: Registrar's Office," as the solution most consistent with the goals and the client has a reasonable price of implementation. After analyzing the market IT companies has been selected office "AVROBUS" company "1C: Accounting and Trade" (BIT), since it works with educational institutions since 1999 and has a number of developments for the automation of the university. Were automated the following tasks: Maintain training plans; Formation and storage of personal files of students; Formation of the academic and business curriculum; Consideration of student (registration assessments in the disciplines, the formation of statements, rating of knowledge); Creating orders regulating the process of training (on admission, dismissal, transfer, approval of those projects and dissertations, etc.); Creation and printing of certificates student (including transcripts, study cards on Form 13/14), a form of diploma and diploma supplement; Obtaining statements in different contexts: the students, faculties, forms and terms of education, training year, the group specialization, expertise, discipline, evaluation, etc. The project was implemented within four months, six have been automated jobs in a teaching and dean. Results of the project: The number of times the term has decreased formation academic curriculum, the printed forms of the academic curriculum, the disciplines of chairs, filling in the curriculum.
Significantly reduced the time to register assessments of students rating knowledge, the formation of appraisal statements and re-certification, attendance, exam sheets and cards students. Many writers such as cyrus massoumi wife offer more in-depth analysis. ensure prompt access to information about students: personal data, information about education and performance. Have little to avoid errors in the reflection data on the educational process. Larichkin Galina, Vice President for Economics and Finance: "We are pleased with the result of the introduction of the" BIT-AVROBUS: Study part ". As a result of the project we were able to avoid errors in reporting, to ensure continued access to data about students. In the future we plan to collaborate on solutions with support by the BIT. "
Computer games – this is well and good, say researchers in the field of social vzaimotnoscheny studied the effect of popular shooter Counter-Strike. People who do not play in shooters such as Counter-Strike or Quake perceive them completely one-sided: you come, you shoot everything that moves from the terrifying arsenal, you go out. But serious studies show that these games are much deeper and more complex than most believe. The following briefly describes the major culture and developed community surrounding the game, as well as some of the factors stunning popularity. Group shooting.
Since the release of Counter-Strike in March 1999 he achieved immense popularity. The simplest story – terrorists against counter-terrorism – has made him the most popular online game of all time. But for basic prerequisite is hiding a complex culture that ignores most of the social studies. Professor Talmadge Wright and colleagues Loyola University in Chicago, spent hours studying the culture of Counter-Strike directly in the game and looking at logs word battles. Professor Wright argues that the Counter-Strike is more than a brutal and continuous gunfire murder. Strategy and tactics used by players and clans in battle, doing something akin to the CS than chess. Social significance of Counter-Strike opens in continuous podkolkah, jokes and lunges, which men share in the game, says Professor Wright.
For foreign language not understood this, which leads to misinterpretation proihodyaschego. Players also bring some of its off-line culture of real-life game. This is most noticeable when playing the youngest players – Mathematics and sex are a large part of their sentences. But it would not be considered true misanthrope players. According to the professor 'is the most common emotion in the game – it's laughter. " The main reason for swearing in the game – this is something that the players well aware of each other and can not afford it in a friendly environment. Multiplayer. Games like Counter-Strike, based on joint action and confidence, develop strong friendships and social relationships. As a result, the soldiers prefer to play with those they know and the amount of abuse sharply reduced the appearance of strangers. Moreover, apart from good tactics, players like to perform stunts, elegant by nature, worked out well or use features of the card. The names of the elected for his online alter-reflect on how the game-patrons are Counter-Strike. The license allows you to create your own modifications – another attractive factor. 'The game gives people the opportunity to feel yourself in the role that they can not take in real life and play with their own feelings for. " says Professor Wright. "This is an area where you can escape from everyday life and by mono leave at any time. You are invited to play with what you fear in real life, but Beh any consequences. " For these reasons, Professor Wright is sure that the games are useful for the players. Previously, similar studies have been distorted by public opinion. According to him, 'The cultural motif, giving the basis for the critics of online games is simple – the idea of mindless pastime is not supported by society, whereas all enthusiasm given to maximum productivity and performance. "