Regarding the digitalization of the cognitive gaming space of educational institutions

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Abstract

The modern development of digital technologies also demonstrates the relevance of its use in the educational process of children. The purpose of the article is to analyze the digitalization of the cognitive and gaming space of educational institutions, the formation of a future perspective model of their development and use. The article uses pedagogical (theoretical) and general scientific research methods: analysis, synthesis, induction, deduction, concretization, abstraction, forecasting. In the results, it is proposed to form a certain conditional model of the cognitive-game space, which will include the establishment of the necessary prerequisites, a comprehensive analysis of the spatial environment, the development and implementation of the necessary material and technical conditions, the processing of results and the elimination of shortcomings. Also, the process of understanding will take place according to the model: observation of children, survey, and determination of educational level work with documents and materials to improve and optimize the educational process. The conclusions particularly emphasize the need to develop digital competencies among children, as working with modern digital technologies will require special skills, given the fact that digital technologies are constantly improving.
关于教育机构认知游戏空间的数字化
数字技术的现代发展也表明了在儿童教育过程中使用数字技术的相关性。本文的目的是分析数字化教育机构的认知和游戏空间,形成其发展和使用的未来视角模型。本文采用教学(理论)和一般的科学研究方法:分析、综合、归纳、演绎、具体化、抽象、预测。在结果中,提出形成一定的认知博弈空间条件模型,该模型将包括必要前提条件的建立、空间环境的综合分析、必要物质技术条件的开发和实施、结果的处理和缺点的消除。此外,理解过程将根据模型进行:观察儿童,调查和确定教育水平与文件和材料一起工作,以改进和优化教育过程。结论特别强调需要培养儿童的数字能力,因为鉴于数字技术不断改进,使用现代数字技术将需要特殊技能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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