Academic mobility enhances the accessibility, quality and effectiveness of education and is an important tool for creating a global educational area and for supporting mobility of human capital. Therefore, this article aims to develop practical recommendations for optimizing the process of formation and development of academic mobility of students. The paper presents practical recommendations at the regional and university levels, allowing to organize the process systematically and holistically, purposefully uniting the efforts of all its subjects, and choosing priorities for action in accordance with individual and typological characteristics of certain students. Provisions of this article may be useful for teachers, management and staff of international departments of higher educational institutions of professional education.
The attention of all parts of perspective education system should be focused on promising information technologies -a catalyst for development. Presenting information as a new resource for society development, the authors determine the didactic basis for designing effective information educational systems. Universal didactic principles for information educational systems design have been developed, the details of which for discipline and for the subject adapt them to the university organizational and pedagogical conditions. The pedagogical management functions in modern educational conditions that determine the students' motivation and stimulation initiation mechanism for mastering a knowledge new system to develop the individual's creative abilities, self-development are revealed. The paper is intended for researchers, teachers, and specialists in the field of information educational technologies.
The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media-computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players, changing their established way of life, behaviors, forming new styles of communication and attitude to the surrounding reality. The activation of interest in the process of everyday social practices arose due to the shift of value orientations in the structure of students' lifestyle. The aim of the study is to analyze the impact of computer games on everyday social practices of students-gamers. The leading methods for the study of this problem is the interview method, which allows revealing more fully and multifaceted impact of computer games on everyday social practices of students-gamers. It was found that the main characteristics of the gamer are: the ability to appreciate the game; the ability to play a lot of fun, not to chase the game awards; to see in the games something of great importance; to know a lot about different games; to be able to play well and understand the game. It is shown that computer games do not generate subcultures, but only try to unite people and teach them to work together in a team. Gamers arrange events for any particular game they play. Such meetings are most often of a competitive nature. Students gamers note the following skills that they acquire through the games: meeting new people; learning English; improving
The aim of the study is to analyze the implementation of students' expectations from studying at the University. The leading method for the study of this problem is the method of the questionnaire, which allows the most qualitative and in-depth study of the expectations of young people in relation to higher education.. It is revealed that the existing problems have a negative impact on the attitude of students to their educational institution and, consequently, reduce its image in the eyes of future students and the public as a whole. The data obtained in this work can be used in the psychology of education, age psychology, social psychology, pedagogy, sociology, as well as for further theoretical development of this issue.
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