METHODICAL MAINTENANCE
EDUCATIONAL ENVIRONMENT
The article describes the results of theoretical and experimental studies on the evaluation of the quality of educational information placed on information and educational portals. The methodology allows you to compare not only portals, but also the results of training on exam scores and test scores. The methodological basis of the assessment is the cognitive approach and the negentropic approach. The article gives a comparison of entropy and negentropy. On the basis of comparison, the authors propose a negentropic approach to assessing the quality of educational resources obtained as a result of information retrieval. The search results are evaluated by cognitive and perpetual scores. Estimates are introduced into the entropy formula and converted to the formula of negentropy. The negentropic approach serves as the basis for calculating the statistical amount of information obtained as a result of information retrieval. The cognitive approach serves as a basis for assessing the qualitative characteristics of educational information, such as: visibility, perceptibility, interpretability. Open information portalsare the source of educational resources. The article shows that modern information portals are often clogged with unreliable or unnecessary information, which makes it difficult to find relevant educational information. In contrast to the widespread methods for one relevanceassess of the information retrieval, this article differentiates the notion of the relevance of the information retrieval. The article introduces three qualitatively different notions of relevance: formal, semantic and perpetual – relevance. The article introduces new additional characteristics of the quality of information search, the coefficient of cognition and the coefficient of perpetuation. These coefficients are introduced into the formula for estimating entropy and obtain the cognitive-entropy formula. As a result, a new method for assessing the content of educational information was proposed, based on a new characteristic – cognitive-entropy. The cognitive entropy formula, unlike the entropy formula, allows us to estimate not a statistical amount of information, but a useful amount of information that satisfies the information need of the user. The article describes the results of a mass experiment involving students, bachelors and masters, including studies of a number of educational and public information portals. The number of requests to one portal exceeded 2500. This allowed us to obtain reliable statistical data for assessing the quality of the educational resources of the portal. The results of the experiment made it possible to classify portals according to their degree of suitability for obtaining educational resources. Limit cognitive entropy curves have been introduced, which can be regarded as analogues of the upper and lower boundaries in Shewhart charts, which are used in the theory of quality management. Shewhartchartsare used for a simple statistical evaluation of product quality. Limit cognitive entropy curves are used for qualitative and statistical evaluation of educational information on information portals. The method of estimating cognitive entropy is an author’s development. It allows you to estimate the amount of information not by the information volume, but by the quality of the necessary information, that satisfies the information requests of the user of educational resources. Based on the experiment, the portability or usability of portals for educational purposes were shown. If the results of calculating the conceptual curve of the portal lie below the lower limit curve of two, then such an educational portal is not suitable for educational purposes.
In this paper we give the mathematical description of the model of transferring the grades, obtained by students, based on the results of completing tasks into the assessment of the level of mastering competencies by them, the description is given of the educational activity monitoring system developed according to a mathematical model on the basis of competence-based approach, and the results of assessing its efficiency. Research goal: to reveal the interrelation between score estimates of the student and level of mastering competences and to make the process of determining the level of mastering competences automatic. The mathematical model of the grades transfer to assessing the level of mastering competences is developed in order to achieve this goal. The formulas solving this problem are presented. A study manual was created based on the developed mathematical model, which is intended for: 1) creating and maintaining reference books (teachers, students, competences, disciplines, means of estimation); 2) maintaining the online journal of students’ progress record; 3) determining the level of mastering competences in accordance with the developed algorithm; 4) maintaining the mechanism of data access restriction; 5) forming reports of the registered form of various complexity degrees. The task was solved by means of this study manual. Materials and methods: the fund of estimation means for the subject served as the material for the research, it contains data on the number of points, that a student can receive in the course of studying the subject, and direct distribution of these points for a certain kind of activity and competences which are formed in the course of studying the given subject. The journal of student’s progress is described, reflecting the received number of points in the course of studying the subject by each type of occupation. Results: Because of using the developed software program, the level of mastering each of the competences was obtained, which are formed in the course of studying a certain subject, expressed as a percentage. A number of experiments were conducted in order to obtain the research results. The results of two experiments are presented in this article. For descriptive reasons the results are also presented graphically in the chart form. Conclusions: according to the results of the conducted experiments it is possible to make a conclusion that this study manual completely satisfies the described tasks and gives the opportunity to automatically estimate not only the amount of the gained knowledge, but its quality, as well.
According to the State Educational Standard of the Russian Federation, the main objectives of teaching Russian as a foreign language are training communication and independent working skills, learning neutral and scientific styles of speech, motivating to study at Russian universities, preparing to pass certification and qualification examinations, adapting to live in Russia, etc. One of the promising trends in teaching foreign languages is the use of educational computer games. By now, digital gamebased technologies for studying Russian as a foreignlanguage have been implemented in a number of desktop and mobile applications, however, they are all intended for teaching Russian language as a discipline, and are not focused on adapting international students who have come to a new language environment. In this article, a learning game is presentedfor studying Russian as a foreign language with immersing a user into a virtual language environment in different life situations. The game includes seven game levels; each level consists of several sections, devoted to a specific real life situation with a set of assignments of increasing complexity for writing or translating some words, phrases or sentences. For each type of assignment a template with empty text fields is used, for importing files with corresponding data and their on-screen display special functions are implemented. Such approach allows to use the same template several times for the same type of assignment or to load different files for filling out the assignment text fields, depending on the number of player’s attempts. The database of tasks, level scripts and graphical content for each section are developed. Each level is matched with a game character, accompanying the player and helping him to complete the assignments. The player can choose a character, andchoose any section of the level. The assignments are stored in a coded format, for uploading files with data matched to certain assignments, special functions are developed allowing to use the same template several times for the same type of tasks or to load different files into the text fields, depending on the number of the player’s attempt. Game code is separated from game content: scripts and levels (including backgrounds and character images) are stored in corresponding files in the game directory. In the current version of the game, the first level has been implemented, including such types of assignments as sorting words by two groups by criteria, substituting the correct preposition and selecting the right ending or declination of the word. The game interface was designed using iterative testing on the target group of international students of Volgograd State Technical University (VSTU). At present, the current version of the game is used in VSTU for training the Russian language skills, preparing for Russian language tests and exams, to improve the conversational vocabulary of international students. The aggregated results of the game application will be used to evaluate the effectiveness of the proposed technology of teaching Russian as a foreign language and to develop the next levels of the game.
EDUCATIONAL RESOURCES
Over the past decade, multiprocessor systems have been applied in computer technology. At present,multi-core processors are equipped not only with supercomputers, but also with the vast majority of mobile devices. This creates the need for students to learn the basic principles of their construction and functioning.One of the possible methods for analyzing the operation of multiprocessor systems is simulation modeling.Its use contributes to a better understanding of the effect of workload and structure parameters on performance. The article considers the features of the development of the simulation model for estimating the time characteristics of a multiprocessor computer system, as well as the use of the regenerative method of model analysis. The characteristics of the software implementation of the inverse kinematics solution of the robot are adopted as a workload. The given task consists in definition of turns in joints of the manipulator on known angular and linear position of its grasp. An analytical algorithm for solving the problem was chosen, namely, the method of simple kinematic relations. The work of the program is characterized by the presence of parallel calculations, during which resource conflicts arise between the processor cores, involved in simultaneous access to the memory via a common bus. In connection with the high information connectivity between parallel running programs, it is assumed that all processing cores use shared memory. The simulation model takes into account probabilistic memory accesses and tracks emerging queues to shared resources. The collected statistics reveal the productive and overhead time costs for the program implementation for each processor core involved. The simulation results show the unevenness of kernel utilization, downtime in queues to shared resources and temporary losses while waiting for other cores due to information dependencies. The results of the simulation are estimated by the regenerative method, which allows determining the average time spent searching for memory access in queues and the confidence intervals of these values for various degrees of trust. The given approach to the construction of the simulation model of a multiprocessor computer system and its analysis can be used to analyze the functioning of parallel computing systemsand for educational purposes for teaching students at the courses “Computer Systems” and “Simulation Modeling”.
The development of information accessibility in the 21st century necessitates the production of own knowledge in the learning process, and not justthe transfer of information. The computer should be used as a universal tool for working with knowledge, which is the study of the world, information obtaining, the organization and structuring of their own knowledge and presentation to other people. The aim of the work is to develop a methodology for the use of tools for working with knowledge in problem-based learning, which will be used to form an appropriate information and educational environment. The relevance of the paper is due to the importance of problem-based learning, as well as the emergence of many tools and technologies for obtaining, structuring and transferring knowledge. Traditional education focuses on the transfer of knowledge mainly in the study area, but less attention is paid to the development of common metacognitive abilities, including problems’ solving. With problem-based learning, knowledge is acquired through interaction with the surrounding world and the development of one’s own judgments. This educational methodology has been known for a long time, but our goal is to support this process by using tools for working with knowledge at different stages of problems’ solving. The paper provides a theoretical overview of previous studies and the current state of the problem-based learning area and work with knowledge. We have studied knowledge management tools based on several classifications and selected the most suitable ones to support problem-based learning. The distribution of work tools with knowledge on the stages of the problemsolving process is proposed. We have considered the use of computer tools and options for creating an informational educational environment for implementing the proposed ideas of problem-based learning and working with knowledge. A more detailed consideration is given to the implementation of the information educational environment based on the open system of e-learning MOODLE and integration templates using public plug-ins as an example. The possibilities of using the proposed approach are demonstrated on real examples. Demonstration of the approach includes the introduction of proposals in the courses for pupils and students of the University. Approbation and preliminary results of implementation can be considered positive, but the justification of the effect from the proposed approach requires a more detailed assessment, which further studies are devoted to.
The article aims to document PhaPl that’s a teaching software to plot and research phase portraits of autonomous systems of 2 differential equations on a plane. Interactive computer teaching materials allow to demonstrate tasks describing large number of states of investigated systems clearly and involving students into solving. Plotting and research of phase portraits of autonomous system of 2 differential equations is an important task in “Differential equations” course and other courses that use dynamic systems. The software allows to visualize phase portraits and to perform analysis easily. Plotting of phase portraits needs a lot of routine computations. The software allows teacher to focus on analytical research of autonomous systems of 2 differential equations. The software supports linear and nonlinear autonomous systems of 2 differential equations. The software differs is very different compared with previously known programs: it has very easy graphical user interface and it gives clarity because it demonstrates all steps of solution. To get the full solution, it is enough to just enter a system to research. Initial conditions to plot phase trajectories are chosen automatically. Graphical representation of the phase plane is interactive and allows user to draw additional trajectories with specified initial conditions by mouse hovering over the phase plane. The software is based on popular Free Software (Maxima, Qt4, LaTeX) and it is Free Software itself, thus it is accessible to wider audience, including online students. The software is portable and works on Windows and Linux operating systems. The article describes advantages, disadvantages and peculiar properties of the software, and some aspects of teaching experience. The software is deployed in Moscow State University of Economics, Statistics, and Informatics (MESI), Lomonosov Moscow State University (MSU) since 2013, and in Plekhanov Russian University of Economics since 2016. Further development will be focused on reduction of binary size of the software, portability improvements, and number of analytical results showed.
NEW TECHNOLOGIES
The objective of the given work was to study approaches to the choice of software platforms for supporting distance, blended and e-learning. The article presents brief information about the evolution of e-learning systems, and the explanation is given of using the term “blended learning” in case of applying it. The results of comparative analysis are given for systems of managing content and education process exemplified by Moodle 3.2 and DiSpace 2.0, the latter of which is an updated version of a software platform developed by Novosibirsk State Technical University. The following characteristics of e-learning systems were studied: functionalities of modules and subsystems; terms of authorization, installation and support; interface convenience and other parameters. The results are given of polling students about evaluating the indicators of the quality of DiSpace 2.0 e-learning environment (interface friendliness, communication convenience, functional completeness) and electronic educational-methodical complex (availability, content completeness, presentation convenience, involvement in the educational process, topicality). It is pointed in the conclusion, that regardless of the particular learning management system, it should meet the main criteria imposed to basic platforms: openness, expendability, stability, documented nature, and constant development.
QUALITY OF KNOWLEDGE
ISSN 2079-5939 (Online)