List of publications on a keyword: «virtual reality»
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Immersive Technologies in Higher Professional Education: A Look into the Future
Research Article
Development of education Volume 8 No 3- Author:
- Aleksey Y. Pronin
- Work direction:
- Pedagogy and Modern Education
- Abstract:
- The purpose of the study is to analyze the experience of using immersive technologies in higher and secondary vocational education and to develop proposals for their further implementation in priority areas. The study is based on empirical methods and theoretical methods. The analysis of publications shows that immersion is a synonym for the concept of immersive technologies. Today, the concept of "immersion" is viewed not so much as a teaching method, but rather as an educational space that is made possible by digital technologies. The results of the conducted research have shown that the main types of immersive educational technologies include technologies: virtual reality, augmented reality and mixed reality. The analysis of the experience of implementing educational programs in the leading universities of the country has allowed to offer the following classification of immersive technologies: by type of implementation, by depth of immersion, by degree of dynamism. Based on the author's analysis, the main advantages and disadvantages of immersive technologies are highlighted, and examples of their use in the learning process are illustrated. In conclusion, the author concludes that the further integration of immersive technologies into the educational process is inevitable, and highlights the priority areas for their implementation.
- Keywords:
- educational process, quality of education, virtual reality, digital technologies, augmented reality, practice-oriented education, immersive technologies, mixed reality
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Digital technologies as a tool for training competitive university graduates in the context of the transformation of the modern labor market
Book Chapter
Current issues of pedagogy and psychology- Author:
- Dmitry A. Konoplyansky
- Work direction:
- Глава 2
- Abstract:
- In today's digitalized world, staffing is becoming the fundamental basis for effective transformation. Global digital transformation processes permeate all aspects of socio-economic development. A new type of specialist in demand in the labor market must meet the criteria that are formed in the context of national projects being implemented in the country – he is a creative professional who makes responsible decisions and creates a positive image not only of his profession, but also of the organization and the state as a whole. In the context of the transformation of the modern labor market, digital technologies are becoming the most important tool for training competitive university graduates. The chapter is devoted to the interpretation of the concept of «digital technologies in education», the disclosure of their essence and structural components. Digital technologies have advantages over traditional educational technologies: access to a variety of resources and tools, adaptability and personalized learning, as well as the development of digital skills needed in today's labor market. However, the introduction of digital technologies into the educational process is associated with a number of challenges, such as the need to ensure digital literacy among teachers and students, infrastructure development, and data protection. The influence of digital technologies on the formation of graduates' competitive abilities is manifested in their ability to effectively adapt to changing labor market conditions, meet employers' requirements and develop personal qualities, including critical thinking, creativity and readiness for continuous learning. The integration of digital technologies into the educational environment of a university requires a strategic approach focused on the development of a specialist's personality, the needs of the modern labor market and the requirements of potential employers.
- Keywords:
- higher education, artificial intelligence, student, virtual reality, digital technologies, educational technologies, educational environment of the university, graduate competitiveness, labor market transformation
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Analysis of the effectiveness of modern educational technologies in physical education for people with disabilities
Book Chapter
Current issues of pedagogy and psychology- Author:
- Evgenii A. Spiridonov
- Work direction:
- Глава 21
- Abstract:
- Modern educational technologies play an important role in ensuring accessibility and quality of physical education for people with disabilities. The introduction of such methods as adaptive learning, virtual reality and mobile applications allows to personalize the educational process, creating conditions for more effective mastering of physical culture. However, despite the obvious advantages, their application in this field remains insufficiently researched, which underlines the need for further analysis. The purpose of work is to study the impact of modern educational technologies on physical education for people with disabilities. The main tasks include analyzing existing technologies, evaluating their advantages and disadvantages, and developing recommendations for their optimization and implementation.
- Keywords:
- adaptive learning, physical education, virtual reality, educational technologies, mobile applications, individual approach to learning, accessibility of physical education, optimization of technologies, implementation of technologies, adapted training programs
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The role of phygital technologies in increasing the learning motivation of new generation students
Proceeding
Digitalization in the education system: best practices and implementation practices- Authors:
- Leonid V. Mironov, Ekaterina V. Timoshenko, Ekaterina V. Ishkova
- Work direction:
- Цифровые тренды и повышение качества профессионального образования
- Abstract:
- In their article, authors discuss how modern digital technologies can be used to increase motivation for learning. They examine the role of these technologies in modernizing educational systems, focusing on the synthesis of physical and digital reality. Based on an analysis of case studies of Russian educational platforms and universities, the article demonstrates how the integration of augmented reality (AR) and virtual reality (VR), gamification, and hybrid learning formats can help increase student motivation and develop digital skills. It also discusses the potential of digital technology to address challenges such as staff shortages and adapting pedagogical approaches for Generation Z students.
- Keywords:
- motivation, competence approach, virtual reality, gamification, digital transformation of education, quality of learning, phygital technologies, learning formats, hybrid learning, augmented reality
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Sovremennye vyzovy obrazovaniia sredstvami tsifrovykh tekhnologii
Book Chapter
Modern Challenges of Education and Psychology of Personality Formation- Author:
- Elena G. Kostenko
- Work direction:
- Глава 4
- Abstract:
- Electronic learning platforms are a fundamental aspect of improving the quality of education. Digital learning contributes to the individualization of the educational process, expands the availability of educational material and stimulates creative activity. The author summarizes: the use of new technologies in sports has both positive and negative sides, and requires an integrated approach to information technology management, taking into account the costs of cybersecurity, personnel training and the development of integrated information systems for effective process management in the sports industry.
- Keywords:
- educational process, e-learning, new technologies, virtual reality, digitalization, educational resources, self-study
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Project activities for the creation of graphics design for gaming applications and board games
Book Chapter
Issues of modern design education- Author:
- Marina G. Plotnikova
- Work direction:
- Глава 2
- Abstract:
- The chapter raises the current topic of graphics design for gaming applications and board games. The place and role of games in the social mind as a means of communication and receiving emotions is considered. The object of research is game design. The practical part of the game graphics design project is substantiated. The logo, characters, graphics and the structure of the internal content of the game are being developed. The purpose of the study is to identify the specifics of project activities for creating a game design. To achieve the goal, the following tasks are set: analyzing the types of project presentation of materials for visualization of game graphics; identifying the features of design technologies; analyzing the graphical support of the game space. As a result of the study, a graphical visualization of a computer game was performed. The result confirms the idea of the growth of digital technologies in the training of graphic designers. Scientific result: graphic accompaniment of games.
- Keywords:
- design, virtual reality, game, graphic design, computer game, game-design, project culture
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The use of virtual reality technologies in teaching Chinese in the process of additional education for school children
Proceeding
Current trends in the development of education system- Authors:
- Kamilia R. Gimaletdinova, Viktoriia D. Badaeva
- Work direction:
- Инновационные технологии как ресурс повышения качества образования
- Abstract:
- The article explores the prospects of using virtual reality (VR) technologies in the process of extracurricular education for school children studying the Chinese language. The potential of VR to create an interactive language environment that enhances motivation, improves retention, and deepens understanding of the material is analyzed. The study includes an experiment demonstrating the effectiveness of VR technologies compared to traditional teaching methods. The experiment's results show that the use of virtual reality significantly improves the acquisition of the Chinese language among schoolchildren and contributes to the development of individualized learning approaches.
- Keywords:
- virtual reality, innovative technologies, school education, Chinese language, extracurricular education, VR in learning, language environment, individualized learning
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The Metaverse as one of the foundations of future education
Book Chapter
Theoretical and practical aspects of pedagogy and psychology- Authors:
- Sergei I. Rodzin, Viktoriia V. Bova
- Work direction:
- Глава 1
- Abstract:
- The metaverse is a collective common space for interaction created as a result of the convergence of physical reality and virtual space, including augmented reality and the Internet. The potential of the metaverse in the field of education is of growing interest, and many researchers are exploring ways to improve the effectiveness of student learning, while reducing time and labor costs to ensure the educational process. However, the systemic and technological aspects of providing education through the metaverse remain insufficiently developed. To fill this gap, the paper presents the concept and architecture of the metaverse, combining artificial intelligence technologies, Web3 and blockchain technology to create a learning environment. The existing approaches to the creation of intelligent systems and gamification of learning, as well as some projects for the creation of a metaverse, are analyzed. The purpose of the proposed approach to creating a metaverse is to design a virtual learning space that begins with reflecting the physical world, storing user learning trajectories, knowledge trees in the blockchain, and providing a secure and open community. The main stages of the metaverse development are presented, including cloning, expansion and integration of physical and virtual components, as well as blockchain technologies. It is noted that by now the necessary prerequisites have developed in Russia for the realization of the metaverse as one of the foundations of future education.
- Keywords:
- virtual reality, metaverse, Web3, blockchain technology
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DIGITAL INNOVATIONS IN AGRICULTURAL EDUCATION
Book Chapter
Psychological and Pedagogical in High School- Author:
- Elena V. Shchedrina
- Work direction:
- Глава 8
- Abstract:
- The author's study considers the actual direction related to the "digital transformation" of modern society on the scale of the state. The connection between the global process of digitalisation and the need to introduce changes in the system of personnel training, in particular for the agro-industrial sector, is established. The strengths and weaknesses of digitalisation and their impact on the digital wellbeing of the individual are described. Statistical data reflecting some trends in the development of the digital economy in Russia are analysed. An assessment of the state of digitalisation of agriculture in the country is given, and real examples of the introduction of digital tools in the sector are described. The paper describes the structure of digital transformation of domestic agrarian education, which includes five structural components: technical, software, technological, methodological and organisational-legal. For each component, an overview of existing solutions on the market is given. The opportunities, existing experience and possible problem areas in the training of personnel for agriculture and the formation of digital competences of future graduates are considered.
- Keywords:
- information and communication technologies, competences, information technologies, virtual reality, digital transformation, digital technologies, Gadgets, computing networks, digitalisation, digital wellbeing, digitalisation of education
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Visual components of modern culture
Research Article
Development of education No 2 (4)- Author:
- Victoria S. Amochkina
- Work direction:
- Theoretical and applied education research
- Abstract:
- This article discusses the various types of visual components of the modern world, their positive and negative effects, the impact of visual images on the perception of reality and the way of thinking of a modern person, both an adult and a child, as a future member of society, an attempt to philosophical understanding of this problem.
- Keywords:
- communication, visual component, clip thinking, virtual reality, advertising, social network