The Internet of Things (IoT) is utilized in many sectors for different purpose. However, sharing the huge data to the far distance is a difficult task because of signal loss and malicious events. So, the Delay Tolerant Network (DTN) is introduced in the communication field to transfer the data to far distance. But, the DTN is vulnerable to attack because of the selfish nodes and data traffic. To overcome this problem the current research has designed a novel African Buffalo DTN with Risk Packet Jump (ABDTN-RPJ) mechanism to improve the communication channel by predicting the selfish and misbehavior node in an earlier stage. Finally, the designed paradigm is implemented in the Network simulator and the comparison results have been proved the efficiency of the proposed model by reducing the delay and drop rate.
The article highlights the application of innovative learning technologies in the context of modern education, considering the dominance of human-centered approach and information society development, as well as the impact of the COVID-19 pandemic on the implementation of the educational process. Research and systematization of scientific approaches to the theoretical foundations of innovative learning technologies allowed to formulate a definition of innovative learning technologies, which should be interpreted as purposeful support of the educational process with new techniques, methods and means of organizing educational activities to increase its efficiency and quantitatively and qualitatively new educational outcomes. Such types of innovative learning technologies as technologies of personality-oriented educational process, interactive learning technologies, technologies of creative personality formation, distance learning technologies are systematized and analyzed. The advantages and threats of influencing their application in the modern educational process are determined. Prospects for further research in the context of studying the factors of interdependence of the processes of development of all spheres of life in society and the development of innovative learning technologies using best educational practices are outlined.
Formulation of the problem. The article is devoted to the problems of modernization of the educational process in higher education based on the use of game technologies and their elements. The relevance of the study is due to the identified opportunities for the trinity of PBL (Points, Badges, and Leaderboards) as a tool to increase learning motivation among students. Materials and methods. The methodological basis is generally theoretical and empirical research methods. A review of modern scientific literature, periodicals, and scientific and methodological sources on the problem of gamification of higher education, their analysis, structuring, interpretation, and construction of logical conclusions was fulfilled. Systematization of prospects for the development of gamification in higher education using SWOT analysis was carried out. Results. The article considers the content of the main scientific approaches to the definition of "gamification in higher education". Problems and possibilities of using the game component of PBL in the educational process of higher education institutions are analyzed. Innovative variants of the application of the most universal game components of PBL in the educational process of higher school in the study of any discipline are offered. The study allowed substantiating the feasibility of gamification in higher education based on the results of generalization of theoretical sources, analytical information, and SWOT analysis. Conclusions. Based on the literature analysis, options for using the PBL trinity as a tool for modernizing the educational process in higher education are proposed. The use of game techniques, taking into account the trinity of PBL in the educational process, can be one of the mechanisms to increase students' motivation and interest in learning disciplines, improve their involvement in learning, and heighten the level of competencies they acquire. The obtained results can be applied in designing various educational courses in the study process where game technologies are used.
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