Keyword: «cognition»
ART 183053
This article presents the potential possibilities of philosophy, represented through the objective predisposition of this science representatives to searching, systematization and substantiation of ideas, views and dogmas that have exceptional significance for all humankind in general and for science in particular. In addition, special attention is paid to the problem of the relationship between religion and science through the prism of their constituent elements - religious faith and scientific knowledge, which are the objective and descriptive elements of each of the categories presented. The author analyzes the concepts of "religious faith" and "scientific knowledge", as well as the similarities and differences between religion and science.
Keywords:
knowledge, religion, science, cognition, faith, philosophy, scientific knowledge, religious faith
The article is related to the description of the role of language in cognition, which consists in the fact that it provides the process of cognition itself, the arrangement, preservation and transmission of acquired knowledge. The main language unit is a sign, which is any sensually perceived object, event or action. The article also notes that, due to its complexity and versatility, the issue of language and cognition is being developed from different points of view in modern areas of linguistics, psychology and philosophy. The issue of the main function of the language, consisting in the transfer and storage of information, in the direct connection of language with the cognitive processes of a person is touched upon.
ART 201023
The relevance of the research is due to additional opportunities for improving the quality of mathematical education in a digital school, support of cognitive interest, and solving practice-oriented tasks by means of including mobile services in mathematical activities. The research problem is determined by contradictions: between the possibilities of modern digital technologies in terms of developing cognitive activity, improving the quality of mathematical training and the educational model implemented by educational institutions; between the need to provide resources for solving problems of a socio-economic nature in the conditions of the fourth industrial revolution and the insufficient level of graduates’ mathematical education. The purpose of the study is to justify theoretically and test experimentally the effectiveness of using mobile technologies for the development of students’ cognitive activity in solving practice-oriented tasks. The research methodology is based on the analysis of works of foreign and domestic authors whose authority and scientific reputation are recognized by the scientific community. The study of the possibilities of mobile technologies for the development of educational activity was conducted using the method of analysis of subject teachers’ particular works, scientific and methodological literature concerning the use of digital tools in teaching. Then, using the forecasting method, we determined the potential of mobile technologies for organizing students' activities to solve practice-oriented tasks, and formulated a hypothesis about qualitative changes in the results of teaching mathematics. The method of systematization and generalization of facts allowed us to formulate basic concepts and didactic principles. The main provisions of the system-activity oriented approach are the research methodological basis for the formation of required competences of future specialists. At the stage of the pedagogical experiment, empirical methods were used: involved observation, questionnaires, testing, and analysis of students’ academic results. The authors clarified the essence of the concepts "cognitive activity", "mathematical thinking", "mathematical literacy" for the digital school. They investigated the possibilities of using mobile technologies for the development of cognitive activity and formulated didactic principles and issues of including mobile technologies in a personalized environment for solving practice-oriented tasks. The proposed specific materials for improving methods, tools, and organizational forms of training focused on the formation of mathematical thinking determine the practical significance of the presented research. The theoretical significance of the research lies in the fact that the authors describe the basic ideas of a methodological approach to the use of mobile technologies for the development of students' cognitive activity in solving practice-oriented tasks in the process of working out "smart" design solutions that meet the challenges of global digital transformation. The article may be used, first, to ensure personalization of mathematical learning through creative, interdisciplinary, educational and research work of students on mobile application development, social integration and professional orientation; second, to change the concept of mathematical education in school; third, to improve the implemented educational model for training highly qualified specialists of the professions for the future "new" industry.
ART 212006
Development of critical thinking is one of the most important challenges facing digital school mentors. The versatility of the objects studied and the processes of reality makes psychologists and teachers find new means and tools for the intellectual development of the individual. The purpose of the article is to study the potential of cognitive modelling activities in 3D graphics environments for the formation of critical thinking as an important indicator of academic progress. The revealed conditions under which the transformation of three-dimensional images contributes to the development of basic personality traits allow us to speak of a significant didactic potential of modeling for the development of critical thinking.
The article discusses the method of game learning and the possibility of its application in the lessons of studying syntax in the middle level. Grammatical didactic games and their approbation in the course of a pedagogical experiment are described, diagnostic tasks, criteria for their evaluation, a strategy for using didactic games in syntax lessons are presented, and the results obtained are analyzed.