Keyword: «learning tool»
ART 201074
The inclusion of game elements in the cognitive activity of students is an actual direction of the current educational system modernization. Quest as a game form and a tool of learning is one of the options for gamification of the digital educational environment. The authors study the problem of identifying the characteristics of the educational web quest implementation as a focused activity that provides all participants with the necessary knowledge and resources to solve didactic and career-oriented tasks of the digital environment in a gaming form. The purpose of research is to reveal the characteristics of an educational web quest designing based on modern digital technologies for the formation of demanded soft skills. The methodology is based on the analysis and systematization of significant scientific works on didactics, gamification of learning, and the use of digital educational technologies. The effectiveness of the approach described was confirmed by a pedagogical experiment, during which the result of students' cognitive activity was evaluated according to a set of criteria that correspond to the competences of modern professions and the priorities of the project “Digital School”. As a result, we describe the ideas of a methodological approach that reflects the necessary changes in the support of students' cognitive activity with the resources of such mobile game applications as quest. The article presents the levels of differentiation of education depending on the individual and age characteristics of participants and of digital tools chosen. It is concluded that the use of «web quest» as an effective educational technology for the formation of competences demanded by the digital environment has certain characteristic features when we include modern software tools and technologies in educational process. The obtained results can be used for organizing of cognitive research activities of students; in the practice of the school of mentoring for the planning and implementation of game forms with the emphasis on skills and abilities, necessary for socialization of the individual in a digital society and obtaining skills that are demanded by employers; for designing and creating a personal-oriented educational environment with elements of gamification using digital technologies.
effective management of a modern educational organization in a multidimensional, rapidly changing and uncertain world, with large-scale multi-variant conditions, makes it necessary to train leaders of a fundamentally new formation. The article discusses the key skills and competencies of an effective leader in education, as well as the latest methods of training such leaders.
ART 221051
The training of future librarians involves the use of innovative educational tools for the formation of demanded professional competences in accordance with the professional functions and priorities of the development of library science in Russia. The authors study the issue of using AR applications in training of future library specialists to provide additional conditions for the development of demanded digital skills, gaining experience in project- and research-based learning and other educational and cognitive activities; application of the fundamental theory of library science to the organization of cultural events, entertainment events. The purpose of the study is to identify the characteristic features of augmented reality technology use in training specialists in the library and information sphere to improve the quality of their training. The methodology is based on the analysis of the augmented reality technology potential for higher education, to support UNESCO initiatives, while identifying problems of their implementation in training specialists in the library and information sphere. The provisions of the professional standard for a specialist in library and information sphere, the strategy for the development of library science in Russia are taken into account in developing a system of educational tasks based on the AP applications. The following applications and tools were used to support augmented reality technology: Quiver, Star Walk, Mind Map AR, HISTARS, BBC Civilizations AR, AR Ruler, Arloon chemistry, Arloon geometry, ZOME, JigSpace, SketchAR, etc. As the results, the ideas of a methodological approach reflecting the necessary changes in the system of training highly qualified specialists in the library and information sphere are described, taking into account the provisions of the professional standard and the directions of the strategy for the development of library science in Russia. The conclusions are drawn about the characteristics of AR technology use in the work of a librarian (visualization of information, establishment of temporary and emotional connections, etc.). Methodological and technical difficulties of the proposed innovations are also formulated: high cost, technical failures of equipment in libraries. The obtained results can be used for the organization of cognitive research activities of students; in the work of museum-library type institutions.
ART 231133
The study of motivation has always been one of the most relevant topics in the theory and methodology of teaching foreign languages. The theoretical foundations of the problem of motivation to learn a foreign language are increasingly attracting the interest of scientists and results in the search for new ways to enhance and sustain it. In the era of digitalization and smart foreign language education, WEB 2.0 tools have great opportunities in providing a rapid input of the foreign language continuum and new forms of linguistic learning, and in maintaining a deep interest of students. Study blogs, optimizing the learning process and having great educational potential, are especially popular nowadays. However, the implementation of a study blog in teaching foreign languages requires a competent methodological approach and the proper organization of educational activities for students, in particular, as a motivation management tool. In this regard, the aim of the article is to identify and to test experimentally methodological conditions for developing students' motivation to learn a foreign language by means of a study blog. The article presents the rationale for the identified conditions (immersive learning environment; contextual approach to learning; motivational online-homework task design; methodological support for students in the conditions of network interaction; regular teacher’s feedback; orientation to the students’ subjective learning experience; the use of a system of incentives and the practice of achievements; the presence of freedom in the online-environment, the availability of platform functionality) and the results of the effectiveness of their implementation in the educational process. To assess the motivation of students in learning a foreign language, a motivational questionnaire was used. The results of the questionnaire were processed using the statistical program SPSS. According to the statistical procedures of the experiment, the students achieved the best results in enhancing learning motivation by means of the study blog "WordPress". It makes possible to draw a conclusion about the effectiveness of the tested methodological conditions in increasing the motivation of students to learn a foreign language by means of the study blog. The article will be interesting to the teaching staff and methodologists of higher educational institutions in the field of teaching foreign languages, and teachers who are interested in research of motivation development.