Specialists in the field of programming create a huge flow of software, which is mainly aimed at attracting children to specific software products that have a developing effect, rather, as a side effect. The developing effect is not diagnosed in such programs, but it is often declared by the developers. Scientific and methodological response of the pedagogical community to information challenges in the field of preschool education was the creation of the methodology of author's children's animation and the corresponding educational module. In the article two important competences of preschool children are considered, which are basic in relation to many other competences formed at an older age: developed imaginative thinking and developed research abilities. The development of these competences projects as a methodical waymark for the technical development of the methodology of author's children's animation.Thereby, the purpose of the article is to justify the creation of methods for author's children's animation that determines the development of imaginative thinking and research abilities of preschool-age children, taking into account the requirements of the modern information society.To achieve this goal, the following methods were used: content analysis; method of contrastive-comparative analysis of scientific and methodical materials; method of system analysis; method of mathematical and statistical data processing; expert appraisement, generalization of research results.Based on the results of the study, the theoretical foundations of the preschool-age child's competence were determined, a pilot study of the development of preschoolers' competencies, the development and introduction of the educational module "Multstudio I CREATE THE WORLD" into the practice of pre-school pedagogy as a potentially effective means of developing imaginative thinking and research abilities of children, development of recommendations for software providing multstudios in kindergarten.
Purpose or research. The purpose of the study is to conduct a research of the possibility to use automated methods of finding a solution for the task of forming a selection of candidates in solving a wide range of business problems with the possibility of the influence of such factors as: requirements for the quality of business processes, restrictions on the competence of candidates, the employment of candidates in other processes of the company, planned urgency of fulfilling tasks, the amount of tasks in the pool and expected tasks, tasks characteristics, private policy of the company when selecting candidates, company's policy on risks.Methods. A typology of innovative business tasks is given by the subject area, the range of target results, the duration of execution, etc. External and internal factors are considered to ensure the effective operation of the project team and the success of the project. There are offered sets of attributive characteristics for assessment of projects quality and potential projects. The structure of the algorithm for solving the problem of creating a selection of candidates for solving a set of problems is considered. Prerequisites for using principles of genetic programming in solving the problem under consideration are given. Search algorithm implementation parameters, criteria and constraints are defined. Algorithm was implemented as well as modeling in the Jupyter Lab v2 environment. The results are described in the text. A relative analysis of practical effectiveness of the algorithm was carried out depending on the modeling parameters to justify the selection of their values.Results. The task of creating a selection of candidates for the implementation of projects pool considering a number of factors was described during the study. An approach to solving the problem based on a genetic heuristic search algorithm has been developed. A numerical simulation was performed in Jupyter Lab v2. Simulation results were analyzed, and algorithm parameters were selected.Conclusion. The proposed approach allows not only automatize the selection of managers based on the accumulated data history, but also to adjust the established process to change the vector of organization development. The interaction of education and informatics (information technology) can enrich and expand the field of both sciences in the field of recruitment of innovative project teams. Their object analysis, supplemented by genetic programming capabilities, together allows you to achieve specified qualities of the head of innovative project teams that help maximize business benefits while minimizing material costs. As a result of computational experiments using mathematical apparatus and genetic algorithm technologies, it is necessary to emphasize the possibility of extrapolating such approaches to any level of implementation of innovative projects.
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Over the past decade, innovation has become an important part of the development for large business companies. The search for promising topics, as well as the recruitment of potential applicants teams who can implement an innovative project with the maximum benefit for business at the lowest cost, led to the search for approaches to solving these problems using IT. Since the problems of such research are covered separately in different industry areas, we implemented an approach to completing project teams based on genetic algorithms. A wide review of the literature allowed us to identify some important characteristics of innovative projects, as well as to summarize the portfolio of competencies required for potential designers. These attributive characteristics of the project and the applicants’ competence should be taken into account. The developed genetic algorithm allows searching for multiple parameters simultaneously and generating new solutions through the use of different operators. The results open up a new range of opportunities for business companies and government organizations interested in successful implementation of innovations.
Анн отация. Возросший за последние годы интерес к инжинирингу привёл к неоднозначности его трактовок. Авторы статьи обобщают существующие точки зрения и на основании этимологического анализа выделяют основные компоненты инжиниринга: науку, технологии, природу и общество. Полученные результаты позволили рассмотреть инжиниринг как модель для проектирования школьных образовательных программ. Обоснованы методом онтологий и подкреплены конкретными примерами способы проектирования содержания предметного и метапредметного компонентов в школьных учебных программах технологической и естественнонаучной направленности.
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