The article substantiates the need to develop and implement a distance course “Cloud technologies in the educational process in quarantine”. It is noted that the purpose of the course was to acquaint teachers of general secondary education institutions, college teachers, vocational and higher education institutions with the basic possibilities of using cloud technologies to ensure the educational process in distance learning. The list of topics with which the students get acquainted is given: basic concepts, models of cloud services, architecture and proposals from leading cloud services companies; cloud services in the work of the teacher, the peculiarities of working with mail; cloud storage as an alternative to replacing conventional drives; opportunities to create documents with the provision of sharing rights to multiple users; opportunities to create Internet surveys using cloud technologies; opportunities to create presentations using cloud technologies; cloud-based means of creating smart maps; means of creating sites; cloud-based learning management systems (for example, Google Classroom). The peculiarities of the proposed distance course and the difficulties that the students had in performing certain tasks are identified and described. The statistical results of the course are given.
The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the course of training future software engineers. More and more educational institutions are introducing new teaching methods, which result in the use of engineering students, in particular, future software engineers, to deal with real professional situations in the learning process. The use of modern ICT, including game simulators, in the educational process, allows to improve the quality of educational material and to enhance the educational effects from the use of innovative pedagogical programs and methods, as it gives teachers additional opportunities for constructing individual educational trajectories of students. The use of ICT allows for a differentiated approach to students with different levels of readiness to study. A feature of any software engineer is the need to understand the related subject area for which the software is being developed. An important condition for the preparation of a highly qualified specialist is the independent fulfillment by the student of scientific research, the generation, and implementation of his idea into a finished commercial product. In the process of research, students gain knowledge, skills of the future IT specialist and competences of the legal protection of the results of intellectual activity, technological audit, marketing, product realization in the market of innovations. Note that when the real-world practice is impossible for students, game simulators that simulate real software development processes are an alternative.
The article presents the possibilities of using game simulator Game Dev Tycoon to develop professional soft competencies for future engineer programmers in higher education. The choice of the term “gaming simulator” is substantiated, a generalization of this concept is given. The definition of such concepts as “game simulation” and “professional soft competencies” are given. Describes how in the process of passing game simulations students develop the professional soft competencies. Professional soft competencies include: the ability to work in a team; ability to cooperate; ability to problem-solving; ability to communicative; ability to decision-making; ability to orientation to the result; ability to support of interpersonal relations; ability to use of rules and procedures; ability to reporting; ability to attention to detail; ability to customer service; ability to sustainability; ability to the manifestation of professional honesty and ethics; ability to planning and prioritization; ability to adaptation; ability to initiative; ability to Innovation; ability to external and organizational awareness.
The development of active learning approaches and the need in raising economic competency of the people within all the age groups brings business simulations software to the front of the appropriate tooling lists. The aim of the study considers the ways and approaches to introduce and effectively integrate business simulations software into learning environments of technical university. The object of the study is the learning environment of Technical University. The subject of the study is using business simulations software in the learning environments of technical university. The result of the study: several approaches of integrating business simulations software into a learning environment of technical university were analyzed and discussed. The paper is dedicated to generalizing practical experience of the authors in technical and logical implementation in the pedagogical practice, usage of business simulations software as students and users with theoretical research of broader set of approaches used to integrate business simulations software into educational software-based and organizational environments. Conclusions and future plans based on the results of the experiments were made. Main conclusions and recommendations: the range of approaches between deep integration with the learning management tools used in the learning environments and independent usage of business simulations software is possible to implement. Choice of approach depends on the goals, ICT-related maturity of the learning infrastructure and the percentage of active learning cases in the syllabus of the class. Future experimentation is needed to collect extensive data on integration possibilities, efficiency and effectiveness of the level of integration of business simulations software into learning environment of technical university.
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