RU

Keyword: «professions of the future»

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The relevance of the study is due to the fact that every year the field of robotics application does not cease to grow. For example, in the field of chemistry, defense industry, atomic physics, health care, in everyday life, robots facilitate the life of a person greatly, make it safer. In this regard, there is a demand for specialists in this field of knowledge. Robotics is included in the list of priority areas of technological development in the field of information technology, defined by the Government in the framework of the "Strategy of development of the information technology industry in the Russian Federation for 2014-2020 and for the future until 2025". The scientifically grounded approach corresponds to the almanac of promising industries and professions for the next 15-20 years, as it focuses on those sectors that will actively develop, what new technologies, products, management practices will be born in them and what new specialists will be required for employers. The purpose of the study is to justify the need to improve the model of the through training course of educational robotics for all levels (from additional training for preschoolers and schoolchildren to bachelor's and master's courses at universities), which will determine the most effective conditions for the emergence of an individual capable of continuing education in the direction of the professions of the future. The research methodology is based on the principles of system-activity and personality-oriented approach, Rapid Foresight techniques, methodology and theory of scientific research, methods of teaching robotics. Results of the research: analytical report about the state of modern science on topical issues and problems of teaching robotics in the framework of the robotics teaching model implemented by educational institutions, based on the traditional trajectory of "preschool education-school-University-additional education" in the context of the requirements of business, society, the government; justification for the need to improve the model of teaching robotics as the basis of training strategy for the professions of the future; formulation of requirements to pedagogical principles for programs concerning robotics and mechatronics, on which training should be built. The research is important because for the implementation of the Program "Digital Economy of the Russian Federation", designed for the period 2017-2030, it is the improvement of the model of a through training course in robotics that will provide a theoretical basis in the field of computer science, cybernetics and artificial intelligence. It will allow a person to choose proper profession, to acquire a useful skill in time – be able to learn, prepare for the professions of the future.
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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.