RU

Keyword: «art education»

The article is devoted to a comprehensive study of didactic computer games: the history of the formation of the gaming industry is studied, the educational potential of computer games is evaluated, the motives that make a child turn to them are determined. The characteristic features of non-educational (educational) computer games are revealed. The requirements for the selection of didactic computer games by a teacher are studied, and also recommendations are given on the use of these games in the structure of the art lesson.
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Within the framework of modern art education, there is a problem of the formation of students' communication skills in the context of digital education, especially the educational process with the involvement of modern online technologies. With the transition to partially distance learning, it was noted that students' communication skills develop spontaneously, especially in the process of artistic and design activities. The relevance of this study is due to the need to develop a new methodology for the formation of competences of art students with the use of digital technologies in the educational process when there is no specific methodology for solving design problems in art and design activities in a remote format. Communication skills are the key ones in the profession of a designer and artist, so graduates of the Design area of training must fully develop their skill of visual communication and be able to express creative thoughts and ideas. The purpose of the article is to work out a methodology aimed at developing communication skills among "Design" majors, for the successful application of visual and informative design projects. The leading method of studying this problem was the method of comparative pedagogical analysis - an empirical analysis of the results of artistic design and research activities of design majors; development of creative tasks and pedagogical experiment using digital educational technologies. A methodology has been developed that contributes to the effective mastering of the methodological principles of work on a design project by students and develops communication skills through the organization of artistic and design activities. The basis of the study is the application of an experimental methodology for planning study time. The practical significance of the results of the study lies in the development of effective approaches to artistic and design activities when working on a presentation final project in the profile discipline "Specialization", which will increase the efficiency of the educational process in the "Design" area of training.
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Modern education is at a crucial historical point where technological innovations have become an integral part of the learning process and have a significant impact on its structure and organization. Special attention is paid to the use of artificial intelligence technologies, which open up new opportunities for optimizing learning. This article is dedicated to analyzing the demand for the use of tools based on generative adversarial networks in the learning process by students of the Institute of Culture and Arts at Moscow City Pedagogical University. The research was conducted to assess the potential use of neural networks for solving specific educational tasks. To achieve this goal, various methods were used, including analyzing domestic and foreign scientific sources on the topic, surveying students, and comparing the survey results with the results of similar studies. The survey results showed that students highly appreciate the potential of neural networks, actively use these technologies to solve educational and creative tasks, and they will continue to apply them in their professional activities. Unfortunately, students are not fully able to understand the dangers of being addicted to generated content. Recognizing the need to use the opportunities of artificial intelligence, we consider it important not only to teach students practical skills in working with neural networks but also to pay attention to the development of critical thinking. The theoretical significance of this article lies in expanding knowledge about the potential of applying neural networks in art education and identifying factors that affect the effectiveness of their use. The novelty of the research lies in the focus on the application of neural networks in the field of fine arts and design. The results of the analysis revealed specific challenges and advantages of using artificial intelligence in these areas. The practical significance of the research lies in the possibility of using its results both to optimize the educational program of the Institute of Culture and Arts and to develop strategies for integrating modern technologies into the educational process in the field of art education.