通过自由和俄语软件设计交互式教学内容的模型

S. Grushevsky, A. V. Nazarov, O. Nazarova
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引用次数: 0

摘要

文章的作者强调了自由软件和俄罗斯软件在教育中的重要性,因为当前的政治和经济条件,信息和通信技术范式的变化,现代雇主要求和规范性法律文件都表明需要将其纳入经济,科学,教育和其他领域的基础设施。本文旨在向教学界介绍免费的俄语交互式教学内容设计软件,这突出了研究的新颖性。文章提出了具有游戏化元素的互动式教学课程的设计原则,并提出了使用自由软件和俄语软件进行互动式教学课程设计的结构和功能模型,构成了本研究的理论意义。其现实意义在于描述了设计交互课程中各个元素的自由软件的具体类型。本研究的方法学基础包括一般科学方法和特殊方法,包括问卷调查、调查、访谈和对学生活动结果的纵向监测。通过在一个专门组织的教学实验中应用G符号的统计准则,验证了笔者所提出的交互式教学内容设计模式的有效性。这个教学实验可以在积极使用作者的带有游戏化元素的互动教学课程与学生的认知活动水平之间建立正相关关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Model for designing interactive didactic content through free and Russian software
The authors of the article emphasize the importance of free and Russian software in education, as current political and economic conditions, changes in information and communication technologies paradigms, modern employer requirements, and regulatory legal documents all point to the need for their inclusion in the infrastructure of the economy, science, education and other spheres.The article aims to introduce free and Russian software for designing interactive didactic content to the pedagogical community, which highlights the novelty of the research. The article formulates principles for designing interactive didactic courses with gamification elements and presents a structural and functional model for using free and Russian software in designing such courses, which constitutes the theoretical significance of the study. The practical significance lies in the description of specific types of free software for designing individual elements of interactive courses.The methodological basis of the study consisted of general scientific and special methods, including questionnaires, surveys, interviews, and longitudinal monitoring of students’ activity results. The effectiveness of the author’s model of interactive didactic content design is proved by applying statistical criterion of G signs in the course of a specially organized pedagogical experiment. This pedagogical experiment allowed to establish a positive correlation between the active use of the author’s interactive didactic course with gamification elements and the level of cognitive activity of students.
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