The problem and the aim of the study. New challenges and requirements of society and the state to the e-education system necessitate the formation of students' skills for active information interaction and cognitive activity in the digital space. The authors propose to use cloud services for organizing the educational process, e-learning participants integration and communication, expanding didactic tools and improving the quality of graduate training in the electronic educational environment. Research methods. The main methods are theoretical and methodological analysis and generalization of fundamental scientific works on the research problem, processing of the results of control events and the content of the Google Classroom cloud service (assigned tasks, announcements, instructions, links to additional resources). The pedagogical experiment involved 52 students (35% of girls and 65% of boys) from the Law Institute of Vyatka State University. The G sign criterion is used as a statistical processing method. Results. The features of the organization of e-learning in a digital school have been formulated to enhance information interaction based on the use of cloud technologies through the Google Classroom service: the integration of students and teachers into a single information and educational space, expanding the possibilities of learning and communication; "synchronization" of educational and cognitive activities in different digital resources; the orientation of the service content to the peculiarities of the modern student’s perception, the ability to work in the format of mobile applications activates cognitive interest, research activities and communication practice are supported. The empirical value Gemp=3<Gcr=10 (for p=0.01) obtained during the experiment confirms that the shift towards improving the quality of educational results after using the Google Classroom cloud service is not accidental. Conclusion. The use of cloud services in organizing information interaction in the e-learning system will improve the quality of educational results while providing a set of conditions: enhancing cognition, connecting students to information interaction in new ways, expanding the boundaries of the educational environment, modifying the roles of participants in the didactic process, and using mobile applications.
Problem statement. One of the priority tasks of modern society is the creation of conditions conducive to the upbringing and development of a creative personality. The computer science course has a didactic potential in terms of the formation of initiative, independence, imagination, the ability to set and solve problems. The presented study aimed at substantiating the effectiveness of game mechanics use in teaching computer science to solve the problem associated with the need to develop the creative thinking of students. Methodology . The mechanics “Achievement,” “Reckoning on trust,” “Fun once - always fun,” “User progress” are implemented with game elements and methods in the study of theoretical computer science. Resources of digital services (interactive whiteboards, random selection generators) are used for gamification. The base of the experiment is a secondary school with in-depth study of individual subjects in the Stulovo village (Slobodskoy district, Kirov region). The study covered 74 students of the seventh grade (64% - girls and 36% - boys). The average age of the respondents is 13 years. Statistical processing of the results was performed using Pearson's chi-squared test. Results. During the game, students study theoretical material, solve a system of creative and non-standard tasks on the topic “Measurement of information.” For each game mechanic, a goal, tasks, sets of rules and restrictions are defined. Statistically significant differences in the qualitative changes that have taken place in the system according to the levels of development of creative thinking are identified. Conclusion . The features of the presented version of the application of game mechanics in teaching computer science in terms of the development of creative thinking are described: taking into account the age characteristics of students when formulating message texts, inclusion of digital services, combination of oral and written speech with interaction on a computer network.
The research problem is determined from the need to implement the didactic capabilities of gamification tools to support the study of various aspects of information security and information protection. The study purpose is to identify opportunities for the effective use of digital gamification resources to form learners’ information security competencies that will allow to successfully socialize in a modern digital society in the future. The work methodology includes an analysis of the literature of foreign and domestic authors on the use of gamification resources in cognition, training; the method of systematization and generalization of facts about the problems of individual information security, the concepts of the formation of special digital literacy in the space of new software tools and devices. The potential of digital technologies regarding the development of free orientation skills in the modern information environment, the organization of search activities, the use of various cognition strategies is explored. The revealed opportunities are shown on the example of the organization of information interaction of the didactic process participants in the Class Craft gaming environment. The conclusion summarizes the possibilities for the effective use of digital gamification resources for solving cognitive, communicative and organizational tasks in compliance with information security standards.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.