Keyword: «platform»
ART 14713
The article studies the issues of growing interest and demand for products promotion in social networks in the modern Russian conditions. Is the characteristics of the popularity of this process, potential difficulties in the implementation and tangible benefits.The authors are also discusses key platform that provides opportunities for the promotion of content in Runet.
ART 170202
In modern information educational environment, there is an increasing interest in computer games using to improve the quality of education. It determines the relevance of the article, which is devoted to the analysis of modern software tools that have the potential for gamification of educational process in the context of state, society and education requirements. The purpose of the article is to select several gaming platforms, on which basis the methodology for educational process gamification will be improved. The methodology of the research is information sources of psychological, pedagogical, methodical and technical orientation study, the analysis of computer educational games made by foreign and domestic authors whose authority and scientific reputation are recognized by the scientific community. Due to necessity of educational process gamification, the authors admit the requirement to clarify the concept of «gamification». Taking into account the peculiarities and principles of this phenomenon, the analysis of software, that has didactic effect and is most consistent with the idea of gamification, is performed. All the variety of software tools with the potential for educational process gamification was divided into groups: gaming platforms, educational quests, learning management services and game design sites. Within each group, those platforms are studied that are most common in the foreign and domestic educational environment. The group of gaming platforms includes Classcraft, MinecraftEdu and DuoLingo. The group of educational quests includes Scratch, Quandary and Ribbon Hero. Among the services used for management of learning process are ClassDojo, Goalbook, Coursera and Brainscape. Spectrum of sites-designers of games is not so wide: eTreniki and LearningApps. Based on the application of specific comparison criteria and for maximizing the implementation of educational process gamification idea, a set of services and platforms is selected that, with appropriate methodological support, will improve the quality of education: ClassCraft platform, Scratch environment, Quandary software product and the LearningApps project.
Today, in the context of digital education, you can use a more flexible and multifunctional Wordpress system. The quality of distance education largely depends on the management of educational content, and in order to ensure high-quality joint activities of the student and the student, we suggest using technologies based on computer technologies (CSCW – computer supported cooperative work).
The article discusses the main services for organizing the teaching of certain topics of the school course of mathematics. Special attention is paid to the Teacher Desmos platform, its features and positive aspects. The activity created in this service is also considered.
Keywords:
activity, distance learning, mathematics, lesson, platform, online, teacher desmos, digital services
The article is devoted to the problem of the use of digital technologies in the educational process. The possibilities and advantages of using digital technologies in the preparation and conduct of mathematics lessons in grades 5 have been identified, a cycle of lessons has been developed to study and consolidate the section «Visual Geometry. Lines on a plane» on the Online Test Pad platform.