Trends of educational technologies in modern world

Authors:

Alfiya N. Afzalova, Volga Region State University of Physical Culture, Sports and Tourism, Kazan, Russia; Kazan National Research Technological University, Kazan, Russia, ORCID: 0000-0001-5502-9829, This email address is being protected from spambots. You need JavaScript enabled to view it.

 

Abstract:

The article is devoted to the urgent problem of blended learning using digital technologies. The author considers the features and advantages of such learning both for students and university teachers in general. The article shows the possibilities of using the electronic environment in terms of intramural form of study and extramural studies. Materials. The article discusses the main trends of educational digital technologies used in the educational process. Scientific novelty. An electronic course has been developed using end-to-end EdTech technologies for blended learning. Using EdTech technologies in blended learning lecturers can present material in new and exciting ways that motivate students to participate actively in the course study. Research methods. Information sources analysis, pedagogical observation. Results. We created an electronic course using digital technologies on “Sports metrology” discipline. It is used in blended learning for student-athletes. Practical significance. The created electronic “Sports Metrology” course, used for blended learning, will help studentsathletes, who are at the training camp study independently the missed topics of the lessons at their own pace, fulfill tasks, check the correctness of fulfillment and help a teacher to track the achievements of students. Conclusion. In order to meet the needs of students, the learning process must be personalized. Using digital technologies in blended learning, teachers are processing more data than ever before. Knowing the relevant information about the students’ experience, you can customize and present the course in a suitable format.

Keywords:

educational technologies, blended learning, Big Data, virtual reality, artificial intellect, gamification.

DOI: 10.14526/2070-4798-2022-17-4-165-170.

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