scholarly journals INNOVATIVE ACTIVITY OF PEDAGOGY

2021 ◽  
Vol 02 (06) ◽  
pp. 122-126
Author(s):  
Inoyatkhan Arzimatova ◽  

It is known that pedagogical technology in the learning process is a thematic, sequential, integrated pedagogical process, a goal-oriented, well-designed and guaranteed pedagogical process based on the needs and technical capabilities of young people. Collaborative activity for the realization of the pedagogical goal and the achievement of a guaranteed result depends on the set goal, the chosen content, method, form, means, technology. In this article, the innovative activity of the educator is scientifically researched.

2019 ◽  
pp. 3121-334
Author(s):  
Carmen Palumbo ◽  
Antinea Ambretti ◽  
Giovanna Ferraioli

Over the past few decades, the adoption of an inclusive approach to education has stimulated a reflection on the educational value of body and movement within teaching-learning process in order to break down all barriers to learning and promote the full participation of young people to school activities. Indeed,body and movement represent an important didactic "medium" for developing individualized and personalized learning paths that take into account the specific needs and characteristics of students thus contributing to their global and harmonious development.


2019 ◽  
Vol 3 (23) ◽  
pp. 55-57
Author(s):  
S. N. Razumova ◽  
N. B. Karabushchenko ◽  
O. M. Bait Said ◽  
G. M. Mkhoyan ◽  
G. A. Наrutyunyan ◽  
...  

Dental incidence of caries has a significant impact on human health and currently affects the bulk of the world's population, despite numerous attempts to reduce it. One of the groups at risk of developing this disease is young people (students) who experience anxiety throughout the entire learning process.


2019 ◽  
Vol 34 (2) ◽  
pp. 571-578
Author(s):  
Georgi Ignatov ◽  
Iliana Petkova

The present report addresses a topic that is a key factor for the quality of the education in universities. The outcome this education depends on the degree of students’ academic motivation and results in their readiness for certain profession. The material presents the results from a study conducted in the period 2016-2019 among 45 students in their second and third year of studies in the subject „Physical Education and Sport“ at the Sofia University „St. Kliment Ohridski“ Faculty of Science, Education and Arts and 39 students also studying „Physical Education“ but at the National Sports Academy „Vasil Levski“ Faculty of Pedagogy. As a research tool, was used a questionnaire designed for determining the academic motivation, developed by Angel Velichkov. The questionnaire contained 11 questions, of which 7 with positive and 4 with negative direction. The assessment was done through the 4-point Likert scale, where 0 is „completely disagree” and 3 is „completely agree”. In his work A. Velichkov places the degree of academic motivation within the following limits: 0-11 points – lack of academic motivation; 12-18 points – weak motivation; 19-24 points – moderate motivation, 25-33 points – strong academic motivation. The summaries are made both on universities and on each individual indicator for academic motivation, including: „Active attitude to the learning process“, „Internal self-discipline“ and „Strive to complement and broaden the obtained knowledge“. To determine the priorities of young people, we divided their statements that received the highest percentage of opinions „agree“ on the positively formulated questions and „disagree“ on the negative ones. The comparative analysis shows that the overall degree of academic motivation is not high among students from both Universities. However, students in both universities are convinced that active involvement in the learning process is required. Students are aware of the importance of the theoretical background they need to acquire during their studies. They are motivated to gain lasting knowledge and excellence in all subjects studied. Young people indicate that they complement and broaden their knowledge by seeking additional information and by consultations with university professors.


2020 ◽  
Vol 7 (2) ◽  
pp. 96-102
Author(s):  
Muhammad Mona Adha ◽  
Eska Prawisudawati Ulpa

Abstract: Young people participation would be runs to the maximum by being given the opportunity and place to be creative carried out as volunteers. The experience and learning process of working both online and offline voluntarily can increase the knowledge, practical skills, and experience of every volunteer. Qualitative research with an ethnographic approach is implemented to find the context and social interactions that occur between volunteers and the environment in which they are active. Opportunities for self-development through acts of sincere and noble service become significant to continue to be developed in the midst of society and become a habituation as a form of strengthening character and character so that character education can continue to be turned on and become a servant for themselves and for people around them. 


Author(s):  
Ilana de Almeida Souza Concilio ◽  
Beatriz de Almeida Pacheco ◽  
Ana Grasielle Dionísio Corrêa

Augmented reality (AR) has shown to be a facilitating tool and motivation to work with children, young people, and adults in times of recreation (entertainment) and also in classrooms (formal spaces of education). Augmented reality provides a different way of learning with the support of different technologies such as computers, tablets, and smartphones. It allows easy visualization and manipulation of the study object, reproducing the complex data in the form of objects and three-dimensional texts, increasing the student's ability to perceive, which is stimulated by the possibility of interaction with the interface. This chapter aims to present the different augmented reality technologies used in education and also to discuss methodologies for the use of augmented reality applications to improve the teaching and learning process.


Comunicar ◽  
2008 ◽  
Vol 16 (31) ◽  
Author(s):  
Karla Isabel de-Souza ◽  
Sérgio Ferreira-do-Amaral

Television is part of the young people´s daily life and the new technologies, such as the digital video, make a new pedagogical approach possible. This approach enables the teacher to take a critical view of the mass media and to set the knowledge, which is fundamental in the learning process. This paper is based upon the research carried out in Primary schools in Brazil and it intends to show the pedagogical possibilities of television when using the digital video. The results are audiovisual productions with pedagogical, social and cultural aims.La televisión está en el cotidiano de todos los jóvenes y ahora las facilidades tecnológicas que el vídeo digital posibilita favorece una nueva postura pedagógica, una acción que permite al profesor favorecer una visión crítica de los medios y la construcción de los conocimientos, tan fundamentales en el proceso educativo. Con base en la investigación en escuelas de enseñanza básica en Brasil, este trabajo pretende mostrar las posibilidades pedagógicas de la televisión con la utilización de vídeo digital. El resultado son producciones audio-visuales con objetivos peda-gógicos, sociales, culturales y reflexivos.


2017 ◽  
Vol 8 (3) ◽  
Author(s):  
Indra Griha Tofik Isa ◽  
Asriyanik Asriyanik

Abstract. Android based Muhammadiyah Movement History education game is one of learning media purposed to learn Muhammadiyah history in Muhammadiyah-Based elementary schools much easier and more interesting. This research is carried out since we know that, in reality, learning process about Muhammadiyah history subject usually uses a conventional methodthat is very monotonous. To upgrade students’ interest in learning the history of Muhammadiyah, education game is created to solve the problem. Because of its interface and interactive characteristics, students would be more motivated to learn the history of Muhammadiyah. The steps of this research started by collecting the data, analyzing system, designing system, implementing system, and testing and finalizing the system. System design makes use of UML model and animation design uses Adobe Flash software, while Testing uses blackbox testing and user questionnaire. The final result of this research is in the form of a tool for learning proces about history of Muhammadiyah. It can also be a good method for young people to learn more about Muhammadiyah.Keywords: Education Game, Puzzle, Mobile Application, Android  Abstrak. Game Edukasi Sejarah Gerakan Kemuhammadiyahan dengan Metode Picture and Picture Berbasis Android. Game Edukasi Sejarah Gerakan Muhammadiyah Berbasis Android merupakan salah satu media pembelajaran yang ditujukan untuk mempermudah memahami tentang sejarah Muhammadiyah pada Sekolah Dasar berbasis Muhammadiyah. Penelitian ini dibuat karena melihat kondisi yang terjadi di lapangan bahwa proses pembelajaran sejarah gerakan Muhammadiyah sebagian besar dilakukan dengan cara konvensional, sehingga terkesan monoton. Untuk meningkatkan minat pembelajaran sejarah Muhammadiyah, maka dari itu dibuat sebuah game edukasi, karena model tampilan dari game yang interaktif dan menarik diharapakan akan lebih meningkatkan motivasi siswa dalam belajar dan memahami tentang sejarah Muhammadiyah. Tahapan penelitian ini, yaitu dimulai dari pengumpulan data, analisis, perancangan, implementasi, pengujian dan finalisasi sistem. Perancangan sistem dengan pemodelan UML dan perancangan animasi menggunakan Adobe Flash, serta pengujian menggunakan metode blackbox testing dan umpan balik pengguna. Hasil akhir dari penelitian ini secara khusus sebagai alat untuk proses pembelajaran sejarah Muhammadiyah, juga diharapkan dapat menjadi cara kaderisasi yang menarik bagi warga Muhammadiyah sejak dini.Kata kunci: Game Edukasi, Puzzle, Aplikasi Mobile, Android


2021 ◽  
Vol 10 (3) ◽  
pp. 48-56
Author(s):  
A.A. Polosina ◽  
A.Yu. Shilin

Socialization of young people is a rather complex process and is very significant for the whole society. The relevance of the study of the problems of socialization of young people in the context of the COVID 19 pandemic is due to the change and transformation of social norms and attitudes among modern youths as a new social reality. The article examines the process of socialization of young people through the prism of generational theories, and also analyzes data on global problems of the world's youngsters that arose during the COVID 19 pandemic and ways to support them. The authors came to the conclusion that, during the period of self-isolation, there was a transformation of the role of the media space in the learning process, as well as the assimilation by young people of traditional cultural values, norms formulated by the older generation. The authors pay special attention to the need to develop a trajectory for the transformation of training courses in the online space, contributing to the implementation of the structure of value transfer within the framework of intergenerational transactions. The results of the study showed that during the pandemic, new mechanisms for the socialization of young people appeared, which require being taken into account when working with this category and implementing measures to control them.


Author(s):  
Virgínia Tiradentes Souto

In this chapter a descriptive framework for designing interactive digital learning environments for young people is proposed. The proposed framework aims to analyse and compare interactive digital learning environments. This framework may be useful to guide the design of digital learning environments for young people and also to provide a structure for understanding the interface characteristics of such environments and how users interact with them. Young people's characteristics are briefly discussed in relation to the learning process. The approach to creating the framework is presented with the related literature. The framework is described and consists of three main components: learning, user interaction, and visual. Finally, conclusions on the design of interactive digital learning environments are drawn.


2019 ◽  
Vol 1 (1) ◽  
pp. 21-26
Author(s):  
Sri Mulyani ◽  
Fatimah Fatimah

The ability to think critically and creatively and solve problems related to the lives of young people is important. This awareness needs to be the foundation in curriculum development with the advanced contextual learning. Therefore, educators need to seriously merancanng learning that conclusion is based on the learning process. Critical and creative thinking skills can be developed through learning activities. Capabilities include several things, including: (1) make a decision and issue wisely, (2) generate ideas or creation of creative and innovative, (3) address the ways of thinking that in a hurry, not transparent and narrow, (4 ) improve cognitive and affective aspects, (5) apply knowledge, experience, and skills to think in more practical either inside or outside the school, and (6) to be open to receive and give opinions to make a judgment based on reason and evidence, and dare to give a view and criticism.


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