The article is devoted to the study of the problem of the cybersecurity basics teaching. The training of the ICT-specialties students using the course “CCNA Cyber Operations” of the network academy Cisco is considered. At present, many universities have similar academies, while others can open them. On the basis of free software platforms Apache CloudStack and EVE-NG Community authors designed and implemented a virtual cloud laboratory. It operates according to the “IaaS” model. Thanks to the technology of embedded virtualization, the work of many virtual machines, storing of their status, traffic analysis and visualization of network topologies are maintained. The article describes the experience of teaching students of the specialty “Pedagogical education. ICT” in the course “CCNA Cyber Operations” with the use of virtual cloud laboratories. The authors have been conducted a survey of students who studied at the course. Its purpose was to determine how much they satisfied were with the course. Statistical processing of the results was performed on the basis of the Rasch model using the software MiniSteps.
The article deals with the problem of training future computer science teachers for the use of cloud technologies. The authors analyzed courses from leading universities to study cloud technologies. On this basis the model of application and studying of cloud technologies in the process of training of future teachers of informatics was developed. The basic principles of this model are proposed: systematic, gradual, continuous. It contains target, content, operating and effective component. Therefore, the stages of using cloud computing technology were proposed: as a means of organizing learning activities, as an object of study, as a means of development. The article summarizes the experience of designing a cloud-based learning environment (CBLE). The model is based on such philosophical and pedagogical approaches as systemic, competent, activity, personality-oriented, synergistic. Hybrid cloud is the most appropriate model for this environment. It combines public and private cloud platforms. CBLE also requires the integration of cloud and traditional learning tools. The authors described the most appropriate teaching methods for cloud technologies such as classroom learning, interactive and e-learning, practical methods. The article contains many examples of how to apply the proposed methodology in a real learning process.
The phenomenon of augmented reality (AR) in education is examined in the article. The use of computer data in augmented reality (AR) enhances the physical world. Such content is associated with particular places or things to do. Applications for augmented reality (AR) have recently become accessible on mobile devices. AR is made accessible through media (news, entertainment, sports). It is beginning to spread into other spheres of life (such as e-commerce, travel, marketing). However, the main influence on AR is education. The authors investigated the potential applications of augmented reality in education based on the examination of scholarly papers. They found ways to use augmented reality in the classroom to teach computer science. Students can observe how computer systems operate when their parameters are changed thanks to such apps and services. In addition, students can visualize algorithms and data processes as well as modify computer hardware for augmented reality objects. The article outlines the subject matter of author preparation for working teachers. A few applications for training in AR technology were taken into consideration at this occasion. The advantages of using augmented reality items in computer science education are highlighted. It has been demonstrated that using augmented reality offers a chance to improve the realism of research and offers an emotional and cognitive experience. The development of new representations of actual objects and the creation of new chances for collaborative learning all help to engage students in systematic learning.The age of teachers, student engagement, the use of technology in education, play and entertainment styles of learning, and other aspects that affect the adoption of augmented reality in school computer science were all examined by the writers. Numerous STEM augmented reality projects have been chosen. The attitudes of the teachers toward these projects were assessed using expert evaluation, and the projects with the highest ratings underwent evaluation.
The article analyzes the phenomenon of augmented reality (AR) in education. AR is a new technology that complements the real world with the help of computer data. Such content is tied to specific locations or activities. Over the last few years, AR applications have become available on mobile devices. AR becomes available in the media (news, entertainment, sports). It is starting to enter other areas of life (such as e-commerce, travel, marketing). But education has the biggest impact on AR. Based on the analysis of scientific publications, the authors explored the possibilities of using augmented reality in education. They identified means of augmented reality for teaching computer science at school. Such programs and services allow students to observe the operation of computer systems when changing their parameters. Students can also modify computer hardware for augmented reality objects and visualize algorithms and data processes. The article describes the content of author training for practicing teachers. At this event, some applications for training in AR technology were considered. The possibilities of working with augmented reality objects in computer science training are singled out. It is shown that the use of augmented reality provides an opportunity to increase the realism of research; provides emotional and cognitive experience. This all contributes to engaging students in systematic learning; creates new opportunities for collaborative learning, develops new representations of real objects.
The paper reports authors’ experience of implementing educational projects in a computer modelling course offered to the students majoring in “Secondary Education (Computer Science)” at Ternopil Volodymyr Hnatiuk National Pedagogical University. We analyze approaches to teaching mathematical and computer modelling such as: integration of modelling tasks, naturalistic case study, using of role-playing games, possibilities of STEM-education, motivation and positive attitude to modelling training, etc. Then we illustrate the implementation of the project to study the population dynamics of the grape snail Helix pomatia. The implementation of the project splits into several stages: formulation of the problem, presentation of project tasks, brainstorming, development, testing, presentation of results. The study was conducted at Ternopil Volodymyr Hnatiuk National Pedagogical University within the Norwegian-Ukrainian Project “Development of students' mathematical competencies through Digital Mathematical Modelling” (DeDiMaMo) in partnership with the University of Agder (Norway) and Borys Grinchenko Kyiv University.
The paper describes the concept of augmented reality. Based on literature analysis, the authors claim that augmented reality technology enriches human experiences with digital data. The introduction of augmented reality applications and services provides an opportunity to increase the realism of research, while also offering an enhanced emotional and cognitive experience. Therefore, it can be an effective tool for the organization of learning in schools, colleges and universities.Augmented reality technologies can be interesting as an object of study as well. To do this, scientists need to design, develop and test appropriate methodologies.This paper explores one of the components of such techniques. The authors analysed several platforms for creating augmented reality applications. Unity, Vuforia and 3d-Studio were chosen for the purpose of analysis. Using them, the authors developed a fragment of the content of education. It contains instructionsfor creating an augmented reality application. The paper contains the author’s account of the process of training future teachers of computer science at Ternopil Volodymyr Hnatiuk National Pedagogical University (Ukraine). Based on the conducted study, the authors claim that students showed considerable interest in augmented reality technologies and the content of their training.
Cloud technologies provide users with efficient and secure tools for data management, computing, storage and other services. The article analyzes the projects for the introduction of cloud technologies in education and identifies the main advantages and risks in creating a cloud infrastructure for the university. Such startups contribute to the formation of a new paradigm of education. It involves the virtualization of education, the introduction of mobile and blended learning, ie the combination of cloud computing with modern learning concepts. In this paper, we highlight our experience in improving the academic cloud for the training of a bachelor's degree in computer science. This is through the integration of the Proxmox VE platform into existing computing power by deploying the Proxmox VE system. In the study, we reveal some technical and methodological aspects of the organization of the educational process using this corporate cloud platform. The scheme of the organization of physical components of cloud infrastructure (nodes, virtual networks, routers, domain controller, VPN server, backup system of students' virtual machines) is given. All characteristics of this environment and possibilities of their application are studied.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.