O autor deste artigo considera um estudo empírico das orientações de vida dos estudantes e sua inter-relação com a formação profissional. Os principais objetivos do estudo são: conduzir a análise teórica das orientações de vida; compor um bloco de técnicas psicodiagnósticas para estudar orientações de vida entre estudantes de vários programas de estudo ;. O significado prático do estudo consistiu na compilação de um bloco de técnicas de psicodiagnóstico que podem ser usadas para diagnosticar as orientações de vida de uma pessoa e a esfera de valor-significado. Além disso, com base nos dados obtidos, é possível desenvolver suporte corretivo para orientações de vida e características pessoais e pessoais relacionadas da pessoa.
The importance of the paper is determined by the fact that the development of digital technologies is currently one of the main priorities of any country, both at the highest political level and at the federal and regional ones. The introduction of digital initiatives into the education system leads to their reforming, which has a direct influence on all subjects of the educational process. The goal of the study was to investigate the characteristics of the value orientations of student youth in the context of the digital transformation of the higher education institution. The research methods comprised theoretical and methodological analyses of the problem, empirical research methods (testing, interviewing and a survey), an educational experiment and methods of mathematical statistics. The results of the study include a description of the value framework structure of the personality of student youth (values and meanings) in the era of digital transformation. In addition, as a result of the study, the authors of the paper designed and tested a programme of additional education for students, aimed at developing the value orientations of the ‘digital personality’. The materials of the paper can be useful for the introduction into the educational process in the system of higher and secondary vocational education. Keywords: Value orientations, student youth, global risks and challenges, information and educational environment of a higher education institution, digital transformation of society.
The period of restrictions on social contacts introduced by the governments of different countries increased the time spent by users in social networks. The paper aims to analyze the Internet activity of students in social networks as a way of overcoming interaction difficulties in the context of an epidemiological threat. The research used the observation method and questionnaires to collect data for this research. The sample for the research consisted of 300 students between ages of 18 and 22, who were purposively sampled. Using content analysis and the statistical program for social sciences, the collected data were analyzed. As a result of the study, it was established that the Internet activity of students in social networks in the context of an epidemiological threat and globalization in general, determines the level of development and the content framework of a person's self-attitude. Keywords: activity; epidemiological threat; social network; manifestations of activity; self-attitude
In the prevailing era, Gaming addiction is becoming more often in society. Children from a very early age begin to get involved in cyber culture and e-sports. The problem of gambling addiction in teenagers and young people in the contemporary world is becoming increasingly current and this can be clearly seen between students in educational system. In connection with the high importance of this problem, the authors of the article conducted a comprehensive theoretical and methodological analysis of gambling addiction as a social phenomenon, as well as factors and mechanisms of emergence and development of gambling addiction among children and adolescents. Based on the results of the study, the authors of the article propose forms and methods of prevention and combating gambling addiction, in particular, the gamification method described as a tool to overcome the psychological addiction of children and adolescents in games.
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