The problem and the aim of the study. The system Higher education of Russian Education adapts to the challenges of globalization and new priorities of society, the values of students from different countries, expands the range of pedagogical technologies and ways to include them in the educational process. For the training of highly qualified specialists, the development of multicultural competence as an integrated personal quality, mixed learning, 3D modeling, augmented and virtual reality are actively used in higher education. The purpose of the article is to investigate the features of the use of augmented reality for the formation of multicultural competence of undergraduates. Research methods. The theoretical analysis and generalization of scientific literature are used to identify the problems of using innovative pedagogical technologies for the development of professional and general cultural competencies of university graduates in the conditions of digitalization of society. The main idea is determined by the principle of multicultural education, which involves obtaining of new knowledge, intercultural interaction, the formation of a worldview, etc. in an environment of augmented reality. The Zome application is used as a software tool. The study of augmented reality and software implemented in the format of a quest. The experiment involved 42 students of the Vyatka State University of the training program 44.04.01 Pedagogical education (level of magistracy). As a method of statistical processing of the experimental data, the χ2 (chi-square) Pearson test was used. Results. In the experimental group, undergraduates used the tools of the AR-application to studies of fundamental theory, consolidations of professional skills, intercultural communications and joint activities. The assessment of the levels of digital literacy formation was made and statistically significant differences in the qualitative changes that occurred in the pedagogical system were revealed, χ2obs. 2 > χ2crit0.05 (6, 27 > 5,99). In conclusion, the features of the use of augmented reality as a new pedagogical technology for the formation of multicultural competence of undergraduates and improving the quality of education are summarized.
The problem of the research is due to the need to create a special engineering style of thinking within the digital educational space, which implies readiness for research, creativity, responsibility, and supported by modern high-tech tools in order to provide resources for solving the problems of Industry 4.0. The purpose of the study is to theoretically substantiate and experimentally verify the effectiveness of using 3D technologies for the formation of engineering thinking as an important competence of a high-demand specialist in the digital society. The research methodology is a theoretical and methodological analysis and generalization of fundamental scientific works in the field of digitalization of education, training of engineering and technical personnel, three-dimensional modeling, application of software for the development of thinking. The pedagogical experiment uses the example of assessing the formation of personality qualities and skills that form the basis of engineering thinking. The sign criterion G is used as a method of statistical processing and verification of the reliability of the obtained results. Research results. The authors clarify the concept "engineering thinking" in the context of training specialists for Industry 4.0 and substantiate the potential of 3D technologies for the formation of engineering thinking. They formulate the principles and supporting directions of the mentor of students' research activities in 3D modeling. The authors present a system of work on an interdisciplinary project underlining skills significant for the formation of engineering thinking. The authors come to the conclusion that the use of 3D-technologies in training creates additional conditions for the development of qualities and skills that ensure the integrity of engineering thinking formation as a universal competence of a high-demand professional of the future.
The problem and the aim of the study. The use of innovative technologies for the development of basic personal qualities and supra-subject competencies is a priority direction for the development of the international educational environment. Web-quest is one of the applications of the gamification technology in didactics. The authors suggest that when designing a web-quest, special attention should be paid to working with the formulation of the web-quest plot as an important factor in the formation of universal competencies of undergraduates. Research methods. To determine the sequence of training actions in the development of the plot, the principles of designing the game environment of the quest, the measurement procedures, the system-activity and competence approaches were used. The experiment involved 20 students of Vyatka State University (50% boys and 50% girls) in the specialty 44.04.01 Teacher education. Informatization of education (Master's degree level). Triggers, macros, and hyperlinks are used to implement transitions. The web quest is hosted on the OneDrive. Statistical methods: G-sign test, multiple correlation analysis. Results. During the experiment undergraduates learned to identify and design the elements of the plot; to arrange events in a chronological order of presentation; to establish a logical connection between the facts; to transform the plot into a storyline and back. The empirical value of Gemp=2<Gcr=3 (for p=0.01) obtained in the estimation procedure proves that the changes in the system are not random. The coefficient (0<R1,2,3...N=0.86<1) is calculated, confirming the positive correlation of universal competencies with undergraduates performance. The evaluation of its statistical significance was done (Femp0.01=14.47>Fcrit0.01=5.29). In conclusion we summarize the problems connected with the development on the plot of the web-quest (presentation of facts in chronological order, author's detachment, etc.) and offer recommendations for their resolution: graphic and verbal visualization, numbering of events, the use of well-known literary plots.
The problem of this research consists of relevant need to develop a physical model of interaction of hard objects, and herewith physical modelling of interaction of hard objects is often used in computer games. The purpose of this research is visualization of a physical model of interaction of hard objects in a computer game. Methodology of this research consists of analysing of domestic and foreign authors’ scientific researches: method of system-information analyse, method of mathematical and informational modelling: method of computer test. As a result of research the existing methods realizing collisions of objects in computer games are analyzed; the model of a game engine is developed. The algorithms in this model were visualised and tested. In conclusion, there are inferences, which confirm that dynamics of an absolute hard and deformabale agents, modelling of gas and liquid are basic part of any physical process.
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