Some significant drawbacks of control and diagnostic functions in the sphere of higher professional education is associated with the absence of a binary approach to its implementation, which leads to the low significance level of education, personal motivation and responsibility of students for their academic activities and its results. The article is aimed to develop a model of pedagogical conditions of a binary approach to optimize control and diagnostic functions in teaching "General pedagogy" to students. A leading approach in the development of this model is binary approach, different from traditional and offering a fundamentally new strategy for solving problems of guaranteed quality of education. The article considers the structure and content of a pedagogical condition a binary approach model to optimization of control and diagnostic functions in teaching "General pedagogy" for students. The materials of this article have a practical importance in development and use of a test control system and self-control of students ' knowledge using ICT, as well as packets of control and diagnostic tasks and assignments for students studying "General pedagogy".
The relevance of this article is determined by the possibility to increase the efficiency of teaching modeling at schools by means of involving modern gaming and educational platforms in students' cognitive activity. The problem of the study results from the contradiction between the broad potential of the gamification tools to motivate and involve students in modeling, to improve their skills, and the ideas of the general methodology about gamifying the educational process as well as the lack of well-designed techniques and methods of using the appropriate software to teach modeling at school. The purpose of the study is to define the didactic value of the gamification tools used to teach modeling at school and to develop a methodological approach to the structured lesson planning using computer game instruction technology. The article describes the types of schoolchildren activities, which allow the use of gamification tools for modeling, to develop schoolchildren's research skills and the ability to use modern tools to solve theoretical and experimental problems. It describes methodological methods and recommendations on organizing information and pedagogical interaction between the participants of the educational process by applying educational programs available on gaming platforms both at the level of personal communication between the teacher and the student, and at the level of the tripartite "teacher-student-computer" interaction. The results of the study can be used, firstly, to change the techniques and methods of teaching modeling at school; secondly, to improve conventional training programs included in the curriculum for university students of pedagogical departments and faculties; thirdly, to develop and improve specific educational programs in various subjects on the gaming platforms for schools in order to improve the quality of education, social integration, and career orientation.
The process of integration of technology into education involves many tools and applications to be used in the classroom and outside teaching processes today. ‘Kahoot’ is one of such student response systems and is one of the primary applications that can be utilised for the purposes such as gamification, formative assessment & peer learning procedures. Such applications are widely used for the purposes of bringing a ramfication in the educarion industry now-a-days. The primary purpose of this research is to determine the opinions of teachers active in the education industry and their experience in using ‘Kahoot’ as a teaching aid in bringing the diversification in the industry. In this study, a semi-structured interview form is used as a data collection tool. Opinions of prospective teachers participating in the study is taken into consideration to form an end conclusion of this research study. The research data also involves a semi-structured student opinion form, and a procedure of content analysis is undertaken in the analysis of the data. The study group of the research consists of studying at Kazan (Volga region) Federal University, Institute of Legislation and Comparative Law under the Government of the Russian Federation, Plekhanov Russian University of Economics and Sechenov University in 38 teacher candidates. As a result of the study performed over the set of teachers and students, it was concluded that the ‘Kahoot’ program is widely beneficial for students and teachers. It was also concluded that the Kahoot program is helpful in eliminating the deficiencies in learning. However one of the shortcomings of the ‘Kahoot’ program is that it is an internet-based programme. Hence it may be problematic for some of the students to to use the programme who have a fewer knowledge in the internet domain. At the end of the study, a positive set of opinions about the Kahoot program is suggested, which majourly revolves around the idea that the programme is not internet based.
Overcoming the effects of the global economic crisis and focusing on innovative development demanded the modernization of the education system, a key factor in improving various areas of human activity. Digital technologies nowadays are a comprehensive platform for the development of all sectors of the economy, including the field of education. The use of digital technologies in higher education has a didactic potential in organizing the educational and cognitive process, providing new qualitative opportunities through the implementation of the principles of virtualization, mobility, adaptability, instant feedback. Digital education dictates new requirements for subjects of the educational process, for the content of the information and educational space, for the regulation of the interaction of all participants in the educational process, for methods and parameters for evaluating the educational and cognitive activity of students. Thus, the purpose of the article is to study the specificity of evaluating the results of students' educational and cognitive activity in a digital educational environment. The leading method here is the design of students' digital educational footprint, which combines motivational, cognitive and reflective components. As a result of the study, the authors have determined the structural and informative characteristics of the digital educational footprint as a way to assess the results of students' learning and cognitive activity in the process of teaching mathematics; revealed the didactic potential of digital technologies in organizing the process of teaching mathematics; developed a methodological system that allows to evaluate students' digital educational footprint in teaching mathematics in a digital educational environment. Practical use of the research results contributes to the improvement of teaching mathematics in higher educational establishments.
Problems of developing subject education and science have become more acute during different social changes. The most problematic is the teaching of exact disciplines, including mathematical disciplines (mathematics, algebra, geometry), which form knowledge for working in high-tech industries. It is worth noting that the methodology of teaching mathematics has accumulated a large unsystematized portfolio of new techniques and methods. Thus, open problems aimed at developing students' creativity are used more actively in the lessons. Tasks that require students to use non-standard approaches to the solution affect academic success. But a teacher of mathematics needs to have a classification of problems in the educational process to choose tasks of an open type correctly. In this regard, the article deals with substantiating the classification of open problems for teaching mathematical disciplines and developing methodological guidelines for lessons that help increase learning motivation and academic achievement of students. The leading research methods are the following: observation of teachers' methodological work, talks with teachers, analysis of methodological developments, educational documentation and teachers' surveys. Statistical processing of the results using Wilcoxon W test. In 2020-2021 the authors carried out an experiment with 358 students from 16 classes. Based on its results, the authors of the article have identified a classification of open problems for teaching mathematical disciplines; developed and implemented methodological guidelines for lessons of mathematics that contribute to developing students' creativity in the academic progress. The authors evaluated the effectiveness of using the selected classification of open problems for teaching mathematical disciplines. They concluded about the increase of group motivation among students and academic performance in mathematical disciplines. The practical use of the classification of open problems allows the teacher to differentiate educational problems in mathematics, taking into account the relationship between their logical structure and the level of ability achieved by the student to solve problems in mathematics. Methodological guidelines developed by the authors can be used to help increase the learning motivation and academic achievement of students while preparing for mathematics lessons.
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