RU

Keyword: «digital competences»

Full text Read online
The relevance of this study stems from the systemic challenges of digital transformation, manifested in the total immersion of adolescents in virtual environments, with computer games playing a dominant role. The existing prohibitive and permissive strategies for regulating digital leisure are not constructive, while the risks of gaming addiction, desocialization, and reduced productive activity continue to grow. In this regard, there is an urgent need to develop pedagogical strategies aimed not at confronting digital reality, but at activating its educational and developmental potential. The purpose of this article is to identify the didactic potential and evaluate the effectiveness of using creative game-based environments (using Roblox Studio as an example) to develop digital competences and prevent destructive forms of interaction between early adolescents and the virtual environment by transforming gaming into productive project-based activities. The methodological basis was an integrative approach synthesizing the principles of competence-based, subject-activity-based, constructionist, and facilitation approaches in combination with the theory of self-determination by E. Deci and R. Ryan. In the experiment on a sample of 22 early adolescents, a combination of methods was used: a psychological and pedagogical experiment, observation, analysis of the products of creative activity, questionnaires, and interviews. The main results include: proof of the effectiveness of the methodology, manifested in a pronounced shift in the motivation of adolescents from the consumption of game content to creative activity; identification and systematization of a set of developed digital competences (3D modeling, animation, basics of Lua programming); development of a model for methodological support of the basic psychological needs of adolescents in the educational environment of Roblox Studio; presentation of a psychological and pedagogical portrait of a mentor with operational principles of activity. The theoretical significance of this work lies in the development of a prototype psychological and pedagogical technology "Digital Creation Pedagogy". Its practical value lies in the potential for implementing this methodology into supplementary education, teacher training, and parental counseling.
Full text Read online
The study analyzes the issue of the development of general (general professional) competences of university students studying natural science and mathematical disciplines. The relevance of the examined problem is due to the need to develop general competences among modern students, which determine the success of training, the formation of special competences. Especially important is the development of new groups of competences among modern students, the need for which has become apparent in the context of digitalization of society and education. The aim of the study is to identify the conditions for the effective use of active methods and modern teaching technologies, which make it possible to develop general competences among students majoring in natural science and mathematical disciplines. To achieve this goal, a systematic approach was applied, which made it possible to consider a set of conditions for the formation of competences; a structural and functional approach that allows us to choose the conditions for the development of competences in students. The study resulted in the analysis of the characteristics of the competence approach implementation in the modern system of higher education in the context of digitalization of education. The main approaches to the formation of general competences (activity-based approach, system-activity approach), as well as methods used in the implementation of approaches are analyzed. The theoretical significance of the study lies in the systematization of the various authors’ opinions on the development of general competences, and on the role of active methods and modern teaching technologies in this process. The highest priority general competences for students studying natural science and mathematical disciplines have been identified: digital, competences in the design, implementation, acquisition and interpretation of natural science research results. The novelty of the study lies in identifying the conditions for the development of general competences of students majoring in natural science and mathematical disciplines, the conditions for the development of general competences in the field of the use of digital technologies – digital competences. The practical significance of the study lies in the fact that it provides recommendations for developing students' general competences in the study of natural sciences and mathematics, as well as in the use of active learning methods and modern teaching technologies.