数字教学:系统的基础和未来的形象

A. N. Gushchin
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引用次数: 0

摘要

本文致力于对电子学习过程进行系统论证。控制论的语言被用来描述一个有目的的过程。使用控制论的语言,您可以识别教育过程管理系统的所有组件。在经典的情况下,这是一个教师有一个管理目标,并实现了这个目标。随着计算机技术的出现,过程控制系统变得更加复杂,其中包含了信息和通信技术。基于学习是有目的过程的控制论模型,考察了教育互动过程从“人-人”形式的经典教育,到“人-机-人”形式,再到“人-学习环境”形式的演变过程。同时,对教育过程中教学内容的演变进行了思考。本研究的主要结论是:作为教育过程管理系统的一部分,计算机影响的有限可能性与学习者的无限行为反应之间存在根本矛盾。在系统层面上,通过简化电子课程本身,同时增加课程数量的多样性来解决这一矛盾。研究表明,在这个层次上,电子学习的发展和数字教学的内容可以被描述为“学生-教师-学习算法”。此外,预测在各种电子课程的增加将导致创建一个个人的学习环境,其目的将是营销:以满足客户的培训需求尽可能多。结论是,数字教学将建立在游戏化原则的基础上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital didactics: systemic foundations and the image of the future
The article is devoted to the system justification of the e-learning process. The language of cybernetics is used to describe a purposeful process. Using the language of cybernetics allows you to identify all the components of the educational process management system. In the classical case, this is a teacher who has a management goal and achieves this goal. With the advent of computer technology, the process control system becomes more complicated – information and communication technologies are included in it. Based on the cybernetic model of learning as a purposeful process, the evolution of the interaction process in education from classical education in the form of "man-man", then to the form of "man-computer-man" and then to the form of "man-learning environment" is considered. At the same time, the evolution of the didactic content of the educational process is considered. The main conclusions of this study are: the conclusion that there is a fundamental contradiction between the finite possibilities of computer influence as part of the educational process management system and the infinite set of behavioral reactions of the learner. It is shown how this contradiction is resolved at the system level by, on the one hand, simplifying the e-course itself, but at the same time increasing the diversity of the number of courses. It is shown that at this level the development of e-learning and the content of digital didactics can be characterized as "student–teacher - learning algorithm". Further, a forecast is made that an increase in the variety of e-courses will lead to the creation of a personal learning environment, the purpose of which will be marketing: to satisfy the client's training needs as much as possible. It is concluded that digital didactics will be built on the principles of gamification.
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