Professional Training of Lecturers of Higher Educational Institutions Based on the Cyberontological Approach and Gamification

被引:0
|
作者
Silko O. [1 ]
Kozubtsova L. [1 ]
Kozubtsov I. [1 ]
Beskrovnyi O. [1 ]
机构
[1] Kruty Heroes Military Institute of Telecommunications and Information Technology, Kyiv
关键词
Cyberontological approach; cybersecurity; gamification; higher education institution; lecturer; mathematical model; ontology; professional training;
D O I
10.1007/978-3-031-36115-9_95
中图分类号
学科分类号
摘要
The subject of research in the scientific article was the theoretical and practical foundations of applying the cyberontological approach in the professional training of lecturers. To achieve the research purpose, the following tasks were solved: the current state of research and publications in the area was analyzed; the-oretical, practical bases for applying the cyberontological approach in the professional training of lecturers were developed. Cyberontological approach is proposed as an innovative basis of psychological and pedagogical science-cyberpedagogy, which is designed to generalize and systematize scientific knowledge in the field of application of modern information and communication, computer, digital, elec-tronic and Internet technologies in the education system. The paper substantiates the cyberontological model of functional dependence of components and the flow of the information processes in the educational activity of a lecturer-student. Based on the accumulated positive experience of using computer technologies in teaching students, the use of a cyberontological approach in the professional training of lecturers is proposed. Several examples of applying a cyberontological approach with elements of gamification in the training of cybersecurity specialists are con-sidered. The scientific significance of the work is that for the first time a functional cybernetic model of the dependence between the components of the pedagogical system has been developed. The practical significance of its application in practice is that on the basis of the cybernetic model, game mechanics can be developed to increase student motivation in modern conditions. It is possible to use a computer game (gamification) as the basis for building a training complex for training military information and cybersecurity specialists. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2023.
引用
收藏
页码:1068 / 1079
页数:11
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