Education and Technologies Journal
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Published By Education And Technologies Association

2535-1214, 1314-1791

2021 ◽  
Vol 12 (1) ◽  
pp. 158-165
Author(s):  
Rumyana Karadimitrova ◽  

In recent decades, more and more web-based solutions are being integrated into the learning and teaching process in schools around the world. One of the most used among them for creating, storing and managing information flow is blogging. The combination of blogging in BEL (Bulgarian Language and Literature) classes is key to the development of digital and communicative speech competencies at all educational stages. There is a significant amount of research that proves that with the use of blogging a significant part of students are motivated and become better writers and readers. The article presents some of the results of a developed and tested system of BEL lessons in two experimental classes from the initial stage. For two months, students used student blogs to introduce texts from assigned tasks to literature. The web-based technology has increased students’ interest in learning, their writing and reading skills.


2021 ◽  
Vol 12 (1) ◽  
pp. 166-169
Author(s):  
Krasimira Dimitrova ◽  

During preschool age a number of notions are formed related to the development of the child’s personality. Orienteering within space is part of the mathematical preparation of children in kindergarten. This section is one of the most difficult to master. A specific feature of childhood is the concrete-image thinking. To perceive the world around them, children need many examples. Preschoolers handle objects – they rotate, move, but do not analyze their actions. This paper describes the need and role of setting appropriate cognitive tasks to promote the development of spatial orientation of preschool children. The main part of the cognitive tasks related to the formation of spatial perceptions is intended to be mastered through the mathematical educations. Insufficient provision of materials and difficulty in perception by children do not motivate teachers to prefer to work in time for additional activities. It is this fact that provokes us to show that many resources can be created that are interesting for children and at the same time have great cognitive value. Practical developments about the topic are presented, which are realized in the education of students – future pedagogues. Various options are proposed, related to translation or transfer of an object, construction of objects and counting of geometric figures. The presented practical results are part of a study of the possibilities for applying a competency approach in kindergarten. In order to achieve a change in the educational system, it is necessary the University to prepare young educators for a new way of pedagogical interaction.


2021 ◽  
Vol 12 (1) ◽  
pp. 236-243
Author(s):  
Ivelina Velcheva ◽  
◽  
Kosta Garov ◽  

The following work is devoted to the description of an innovative approach to kindergarten learning through the application of the methods of science, technology, engineering and mathematics, better known as STEM learning. The aim of the work is to increase popularity of the approach and stimulate teachers to implement it more often in the learning process. STEM increases children’s knowledge and skills, thanks to the interdisciplinarity, research approach, learning by playing, learning by doing, project-based and problem-based learning and the opportunity for touching to real-life situations. This paper addresses the main principles of STEM and the possibilities for realization different STEM situations, based on the kindergarten curriculum. Different digital tools are described, like programmable toys and devices and LEGO constructors. Various ideas for conducting experiments are presented, too. They are useful for increasing children’s motivation and interest in the approach. An example version of a plan for work on a STEM project is proposed, which includes the steps for its implementation and which is adapted to the expected learning results in the kindergarten.


2021 ◽  
Vol 12 (1) ◽  
pp. 244-248
Author(s):  
Vera Shopova ◽  
◽  
Ivan Dimitrov ◽  

One of the most important aspects of meaningful reaching out to students is the ability to be engaged in their work. As a digital generation, today’s students want learning, not passive participation. Innovation-based hours are a fun, challenging, and effective way to deliver personalized inter-thedal connections. Augmented and virtual reality can be used to improve student learning and engagement. The educational environment and learning process can be transformed in a way that captivates students and meets their new digital needs. Augmented reality is the premise of creating a virtual world – real or imagined – and allows students not only to see it, but also to interact with it. Thus, the training itself becomes modern, interactive and practice-oriented. In the scientific report, the authors examine the essence of the concept of „augmented reality“. They note the benefits of introducing augmented reality into the learning process for teachers and students. The report shares good practices by describing applications they used to work and create resources (Google Expeditions, Smart Classroom AR, Merge EDU, Mozaik 3D, Lens Studio, Unity, etc.) science scholars in school hours and interest groups.


2021 ◽  
Vol 12 (2) ◽  
pp. 472-475
Author(s):  
Nikolina Tareva ◽  

The proposed article reviews and characterizes the different roles which are performed by the teacher as one of the participants in the pedagogical interaction in project-based learning (PBL ). A comparative analysis is made of the influence of the teacher on the ongoing processes in the pupil group, depending on his role in PBL as a trainer, facilitator or coach in the course of training. The study examines a few models of communication between the teacher and the pupil teams in primary school, who are trained through project activities, contributing to both the acquisition of knowledge and practical skills, as well as the formation of social skills and competences.


2021 ◽  
Vol 12 (1) ◽  
pp. 209-214
Author(s):  
Stefani Paunova ◽  
◽  
Vilyana Doychevska ◽  
Valentin Yordanov ◽  
Stanimir Stoyanov ◽  
...  

The article presents a game-based learning environment that is being deeloped as a component of the ATOS platform (the platform is an article described for the same conference). The proposed environment is an adaptation of a component for serious games, developed within two projects – the National Research Program „Intelligent Agriculture (2021-2024)“ and the university project „ViSCoD – environment for modeling systems for intelligent agriculture“. The opportunities for game-based learning in integrated domains (in this case intelligent agriculture – STEAM center) are demonstrated with a version of the well-known game „Twenty question game“, adapted for the Bulgarian flora. The system is fully implemented in the logic programming language Prolog and thus can also be used to teach students in the discipline „Artificial Intelligence“.


2021 ◽  
Vol 12 (2) ◽  
pp. 314-318
Author(s):  
Nevena Gushkova ◽  

This article presents new trends and challenges for education – effective and necessary for the times in which we live. Today, more than ever, as professional teachers, we need to guarantee every student and parent the values of education and a calm school environment. We need new tools to meet new challenges, to stimulate and inspire our students so that they can reach their full potential, feeling confident and at ease that they are in safe hands. Diversity today is the focus of the evolutionary process of quality, which is certainly difficult, problematic, painful, and yet real. We need to apply strategies, methods that prepare pedagogical specialists to apply traditional education in a new, modern way, emphasizing the positive. It is important to skilfully develop our digital skills that will be useful in classroom work and personal development of teachers and students, worthy of every European citizen. A priority for new trends in education is positive education, building strong teachers with „soft skills“ and the opportunity to always face the challenge of flexibility, looking for non-standard solutions, changing plans, taking advantage of all opportunities in the environment, and helping. The article focuses on the possibility of building „soft skills“ in teachers and students working on a common goal – building mutual trust, discipline, perseverance, motivation, and interest in learning.


2021 ◽  
Vol 12 (2) ◽  
pp. 494-499
Author(s):  
Deyana Peykova ◽  
◽  
Kosta Garov ◽  

The following work describes Minecraft: Education edition: Education Edition learning platform and its application in the educational process. The main element is gaming that builds teamwork skills, develops students’ creativity and engages them in real-world problems solving. Teachers use Minecraft: Education edition: Education Edition to teach a range of subjects, from history and chemistry to computer science and math, breaking curriculum standards and involving students in extracurricular activities and coding clubs. According to various educational experts, Minecraft: Education edition: Education Edition is one of the best existing digital tools for learning through entertainment. Bulgarian schools are provided by The Ministry of Education and Science with free access to the platform, which makes it an attractive tool that helps students to develop their algorithmic thinking and digital literacy. The article describes the main features of the game and gives specific examples of successful use of Minecraft: Education edition: Education Edition in the lower secondary stage of primary education.


2021 ◽  
Vol 12 (1) ◽  
pp. 249-255
Author(s):  
Sava Grozdev ◽  
◽  
Veselin Nenkov ◽  

Various meaningful generalizations could be obtained after gaining insight into some mathematical assertions from different points of view. Generalizations of two problems from International Mathematical Olympiad papers are shown when the details are combined with the opportunities of the program software „The Geometer’s Sketchpad “ (GSP).


2021 ◽  
Vol 12 (1) ◽  
pp. 215-221
Author(s):  
Mariya Grancharova-Hristova ◽  
◽  
Nevena Moraliyska ◽  
Jordan Todorov ◽  
Ivan Stoyanov2 ◽  
...  

The article presents an approach for the application of digital libraries, including a network of ontologies and structured databases in the education of school students in literature, history, geography and biology. The general architecture of a multi-agent platform based on the reference framework of the ViPS (Virtual Physical Space) system, which is being developed in the DeLC Laboratory of the Plovdiv University Paisii Hilendarski“, will be considered. The information and data in this platform are maintained by a hybrid structure of ontologies and databases, with the designed services maintained by intelligent agents and personal assistants. Through interaction between these intelligent components, functionalities are modelled, such as: conducting virtual tours in the teaching of different subjects; automatic generation of questionnaires, tests and surveys; development of project assignments; game-based learning; group assignments, etc. These functionalities and services are aimed at classroom training as well as interest clubs.


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