{"title":"在培养数字化能力方面,实现学士培训的艺术和创作领域的教学内容","authors":"Viktoria A. Maltseva, S. B. Solomentseva","doi":"10.32744/pse.2024.3.13","DOIUrl":null,"url":null,"abstract":"Introduction. Currently, almost all spheres of society life activities are developing in terms of progressive digitalization, therefore it is required to promptly transform existing approaches to organizing the student learning process. The purpose of research: to determine digital competencies relevant to the field of professional activity of graduates of artistic and creative areas of training and to actualize the content of the educational process in accordance with the results obtained. Materials and methods. The study was conducted during 2021 – 2023 on the basis of the Department of Design, Art Education and Technology of Yelets State University named after I.A. Bunin. The target group included 157 respondents with experience in conducting creative activities using modern digital technologies. Empirical test methods for data collection were implemented in two ways: during direct communication and remotely using Yandex Forms. Quantitative statistical analysis was carried out using LibreOffice Calc. Results. 6 enlarged groups of digital competencies of graduates of artistic and creative areas of training, currently in demand by society and the labor market, have been identified. Based on the opinions of the respondents, they were ranked according to the degree of importance: have the skills and abilities to work with raster (16.6%) and vector (12.1%) computer graphics, design and edit pages or sites on the Internet (13.3%) , develop multimedia content (5.7%), create and edit 3D models (23.6%), use specialized programs according to the training profile (28.7%). Conclusions. The empirically obtained results were integrated into the curriculum for undergraduate training in the direction 54.03.01 Design, specialty (profile) “Design and Contemporary Digital Art”, in terms of the proportional distribution of study time between disciplines and modules focused on the development of digital competencies. The optimal sequence of developing skills in mastering specialized digital tools has been identified, which is the key to the effective outcome of the educational process. Promising vectors for the development of artistic and creative education of students have been identified, which include: design of mobile applications, creation of elements of augmented and virtual reality, development of conceptual digital games.","PeriodicalId":422100,"journal":{"name":"Perspectives of Science and Education","volume":"23 4","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Actualization of the content of the educational process in the artistic and creative areas of Bachelor's training in terms of the formation of digital competencies\",\"authors\":\"Viktoria A. Maltseva, S. B. Solomentseva\",\"doi\":\"10.32744/pse.2024.3.13\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Introduction. Currently, almost all spheres of society life activities are developing in terms of progressive digitalization, therefore it is required to promptly transform existing approaches to organizing the student learning process. The purpose of research: to determine digital competencies relevant to the field of professional activity of graduates of artistic and creative areas of training and to actualize the content of the educational process in accordance with the results obtained. Materials and methods. The study was conducted during 2021 – 2023 on the basis of the Department of Design, Art Education and Technology of Yelets State University named after I.A. Bunin. The target group included 157 respondents with experience in conducting creative activities using modern digital technologies. Empirical test methods for data collection were implemented in two ways: during direct communication and remotely using Yandex Forms. Quantitative statistical analysis was carried out using LibreOffice Calc. Results. 6 enlarged groups of digital competencies of graduates of artistic and creative areas of training, currently in demand by society and the labor market, have been identified. Based on the opinions of the respondents, they were ranked according to the degree of importance: have the skills and abilities to work with raster (16.6%) and vector (12.1%) computer graphics, design and edit pages or sites on the Internet (13.3%) , develop multimedia content (5.7%), create and edit 3D models (23.6%), use specialized programs according to the training profile (28.7%). Conclusions. The empirically obtained results were integrated into the curriculum for undergraduate training in the direction 54.03.01 Design, specialty (profile) “Design and Contemporary Digital Art”, in terms of the proportional distribution of study time between disciplines and modules focused on the development of digital competencies. The optimal sequence of developing skills in mastering specialized digital tools has been identified, which is the key to the effective outcome of the educational process. Promising vectors for the development of artistic and creative education of students have been identified, which include: design of mobile applications, creation of elements of augmented and virtual reality, development of conceptual digital games.\",\"PeriodicalId\":422100,\"journal\":{\"name\":\"Perspectives of Science and Education\",\"volume\":\"23 4\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-07-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Perspectives of Science and Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.32744/pse.2024.3.13\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Perspectives of Science and Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32744/pse.2024.3.13","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
引言目前,社会生活活动的几乎所有领域都在逐步数字化,因此需要及时转变现有的学生学习过程组织方法。研究目的:确定与艺术和创意培训领域毕业生职业活动领域相关的数字化能力,并根据所获结果落实教育过程的内容。材料与方法研究于2021-2023年间在以伊-阿-布宁(I.A. Bunin)命名的叶列茨国立大学设计、艺术教育与技术系进行。目标群体包括 157 名具有利用现代数字技术开展创意活动经验的受访者。数据收集的实证测试方法有两种:直接交流和使用 Yandex Forms 进行远程测试。定量统计分析使用 LibreOffice Calc 进行。结果如下确定了目前社会和劳动力市场需要的 6 个艺术和创意培训领域毕业生数字能力扩大组。根据受访者的意见,按照重要程度对这些能力进行了排序:具备处理光栅(16.6%)和矢量(12.1%)计算机图形的技能和能力、设计和编辑互联网上的网页或网站(13.3%)、开发多媒体内容(5.7%)、创建和编辑 3D 模型(23.6%)、根据培训简介使用专业程序(28.7%)。结论。在 54.03.01 设计专业(概况)"设计与当代数字艺术 "方向的本科生培养课程中,根据学科和模块之间的学习时间分配比例,重点培养学生的数字能力。已经确定了掌握专业数字工具的最佳技能培养顺序,这是教育过程取得有效成果的关键。已经确定了发展学生艺术和创造性教育的可行途径,其中包括:设计移动应用程序、创建增强和虚拟现实元素、开发概念性数字游戏。
Actualization of the content of the educational process in the artistic and creative areas of Bachelor's training in terms of the formation of digital competencies
Introduction. Currently, almost all spheres of society life activities are developing in terms of progressive digitalization, therefore it is required to promptly transform existing approaches to organizing the student learning process. The purpose of research: to determine digital competencies relevant to the field of professional activity of graduates of artistic and creative areas of training and to actualize the content of the educational process in accordance with the results obtained. Materials and methods. The study was conducted during 2021 – 2023 on the basis of the Department of Design, Art Education and Technology of Yelets State University named after I.A. Bunin. The target group included 157 respondents with experience in conducting creative activities using modern digital technologies. Empirical test methods for data collection were implemented in two ways: during direct communication and remotely using Yandex Forms. Quantitative statistical analysis was carried out using LibreOffice Calc. Results. 6 enlarged groups of digital competencies of graduates of artistic and creative areas of training, currently in demand by society and the labor market, have been identified. Based on the opinions of the respondents, they were ranked according to the degree of importance: have the skills and abilities to work with raster (16.6%) and vector (12.1%) computer graphics, design and edit pages or sites on the Internet (13.3%) , develop multimedia content (5.7%), create and edit 3D models (23.6%), use specialized programs according to the training profile (28.7%). Conclusions. The empirically obtained results were integrated into the curriculum for undergraduate training in the direction 54.03.01 Design, specialty (profile) “Design and Contemporary Digital Art”, in terms of the proportional distribution of study time between disciplines and modules focused on the development of digital competencies. The optimal sequence of developing skills in mastering specialized digital tools has been identified, which is the key to the effective outcome of the educational process. Promising vectors for the development of artistic and creative education of students have been identified, which include: design of mobile applications, creation of elements of augmented and virtual reality, development of conceptual digital games.