The article examines the features of the innovative and project activities of future education managers. The authors focus on project technology as one of the forms of innovative methodological technologies for training future education managers, describes the elements of project technology, defines the basic principles of work on a project and the specifics of attracting future education managers to participate in them. The fact is emphasized that future education managers can be active participants in the process of creating a project, develop their own view of information, identify goals, objectives and look for ways to solve them. The purpose of this article is to focus on innovation project activities as one of the forms of innovative methodological learning technologies, to describe the elements of project technology, to highlight the basic principles of work on a project and the peculiarities of attracting future education managers to participate in them.
The article presents an analysis of the attitude of teachers and students, colleges and universities to distance learning during the 2020 in Ukraine. The factors of the success of online learning were analyzed. The main stress factors were identified. Analysis of the results of the dynamics of opinions led to some conclusions and recommendations: for teachers regarding self-development; for school administrations regarding technical, organizational, and moral support for all participants in the educational process; for universities that provide professional training for future teachers.
El objetivo de este estudio es identificar el impacto del uso de tecnologías de realidad aumentada en la formación de especialistas en el campo de la educación STEAM, mediante el análisis de indicadores cognitivos como “habilidades” y “voluntad” entre estudiantes que utilizan tecnologías de realidad aumentada, y la comparación entre estos indicadores con un grupo hipotético. El estudio involucró métodos de encuesta, análisis de modelos lógicos y matemáticos del proceso educativo, análisis de factores que influyen en el proceso educativo, el método para encontrar la solución óptima, el método para identificar una muestra mínima de expertos, la proporción de recomendaciones mutuas, el método de análisis de factores mentales y una prueba t de Student. El análisis de los logros educativos mostró que el uso de tecnologías de realidad aumentada mejora significativamente el rendimiento de los estudiantes, simplificando la comprensión de sistemas y mecanismos complejos en ellos.
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