STEM education as an innovative paradigm of education is being rapidly introduced into the curricula of higher educational institutions. The research is devoted to the study of the capabilities of online communication services for managing teamwork aimed at the development and implementation of innovative investment projects in the STEM education environment. An innovative concept of a distance learning course – Designing investment projects in the field of health care and recreation – is suggested based on organizational principles. The online communication services such as Mirapolis Virtual Room, Moodle and Microsoft Teams implemented into the educational interaction program made it possible to create a high-quality real-time e-learning environment. The online course was tested by 200 students. The results of the experiment confirmed the effectiveness of the use of online communication services and platforms in the development of professional practical experience within the educational concept of STEM. Students appreciated the high level of the innovative component in team interaction programs (98%), as well as, in the approaches to cooperation with business entities (95%); 91% of students noted the high level of quality of the educational content, pedagogical (84%), technological (92%) and conceptual (78%) innovative value of the educational product. Taking a course that is based on the STEM model had a dramatic impact on the development of the key competencies of the 21st century. The study can be of interest to teachers who are looking for effective pedagogical models that can be easily adapted to the needs of the business environment and the generation of students of the new digital era.
Digital gaming has become a regular part of life for today's pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised play) and for fun (without educational aim). The study population consists of 54 pre-schoolers (26 girls and 28 boys), aged 4 to 6, who were recruited in Moscow, Russia. All children were divided in two groups: children playing digital games with peers (n = 28) and children playing digital games at home (n = 28). Findings revealed a higher level of social competence in the experimental group (+11.71, p 0.05) as compared to children playing without being told what they were expected to achieve. The experimental group also scored lower on Anxiety-Withdrawal (-7.94, p 0.05). A higher Anxiety-Withdrawal score normally means that a child experiences some degree of depression or anxiety, and exhibits overly dependent behaviour. The results of this study may help parents and teachers to use digital learning tools, in particular video games, effectively when working with young children.
Digital gaming has become a regular part of life for today’s pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised play) and for fun (without educational aim). The study population consists of 54 pre-schoolers (26 girls and 28 boys), aged 4 to 6, who were recruited in Moscow, Russia. All children were divided in two groups: children playing digital games with peers (n = 28) and children playing digital games at home (n = 28). Findings revealed a higher level of social competence in the experimental group (+11.71, p ˂ 0.05) as compared to children playing without being told what they were expected to achieve. The experimental group also scored lower on Anxiety-Withdrawal (-7.94, p ˂ 0.05). A higher Anxiety-Withdrawal score normally means that a child experiences some degree of depression or anxiety, and exhibits overly dependent behaviour. The results of this study may help parents and teachers to use digital learning tools, in particular video games, effectively when working with young children.
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