CYBERONTOLOGICAL APPROACH IN PROFESSIONAL TRAINING OF FUTURE TEACHERS OF HIGHER EDUCATION INSTITUTIONS: THEORY AND PRACTICE
Abstract
In the scientific field, it is examined the theoretical foundations and practical aspects in the application of the cyberontological approach in the professional training of future teachers. To achieve the research goal, the following tasks were solved: the current state of research and publications by the keywords of the terms «cyberontological approach», «cyberpedagogy» was analyzed; the theoretical foundations were developed and practical success in applying the cyberontological approach in the professional training of future teachers were highlighted. It is established that cybersocialization of the individual penetrates into all strata of society, people of different ages, social positions and statuses. The degree of socialization depends on the individual characteristics of people. Currently, people's socialization is actively developing in five vectors: communication in cyberspace; leisure in cyberspace; cognition in cyberspace; work in cyberspace and Human education in cyberspace. The paper considers the cyberontological approach as the basis of an innovative field 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, electronic and internet technologies in the education system. This point of view makes it possible to substantiate the development of the functional cyberontological model of component dependencies and the information processes in human educational activity. Taking into account the accumulated positive experience of using computer technologies in the training of people of different ages, it is considered appropriate to use a cyberontological approach in the professional training of future teachers. The scientific novelty of the work is the first developed functional cyberontological model of the relationship between the components of the pedagogical system and its application in practice.
Key words: cyberontological approach; socialization; professional training; teacher; theory and practice.
Downloads
References
Бугаєва, В.Ю. (2018). Гейміфікація як спосіб формування активної професійної поведінки майбутніх фахівців IT-галузі. Педагогіка та психологія, 56, 129–135. DOI: https://doi.org/10.5281/zenodo.577567.
Волошина, Н.М., Жогіна, Л.М., & Мукогоренко, О.С. (2017). До питання кіберсоціалізації українського суспільства. Військова освіта і наука: сьогодення та майбутнє: ХІІІ Міжнародна науково-практична конференція (Київ, 24.11). ВІКНУ, 126–127. URL: https://docplayer.net/78002114-Viyskoviy-institut-kiyivskogo-nacionalnogo-universitetu-imeni-tarasa-shevchenka-tezi-dopovidey-xiii-mizhnarodnoyi-naukovo-praktichnoyi-konferenciyi.html.
Козубцов, І.М. (2009). Концепція самостійного навчання курсантів Сухопутних військ на навчально-тренувальних засобах методом гри на віртуальному комп’ютері. Перспективи розвитку озброєння і військової техніки Сухопутних військ: Друга Всеукраїнська науково-технічна конференція (Львів, 28–29.04), 77.
Козубцова, Л.М., Козубцов, І.М., Терещенко, Т.П., & Бондаренко, Т.В. (2022). Про кібернебезпеку гри військовослужбовцями у геолокаційні ігри, перебуваючи на відомчих об’єктах критичної інформаційної інфраструктури. Електронне фахове наукове видання «Кібербезпека: освіта, наука, техніка», 1, 17, 76-90. URL: https://csecurity.kubg.edu.ua/index.php/journal/article/view/386.
Метешкін, К.А., Морозов, О.І., Федорченко, Л.А., & Хайрова, Н.Ф. (2012). Кібернетична педагогіка: онтологічний інжиніринг у навчанні та освіті: монографія. Харків: ХНАГГ. URL: http://web.kpi.kharkov.ua/iks/navchalni-posibniki.
Петренко, С.В. (2018). Gamification як інноваційна освітня технологія. Інноватика у вихованні, 2, 7, 177-185. URL: https://ojs.itup.com.ua/index.php/iiu/article/view/106.
Петряєв, С.Ю. (2014). «Кіберсоціалізація» – А ≠ А. Інформація і право, 3(12), 25-30. URL: http://ippi.org.ua/sites/default/files/14psukaa.pdf.
Рибка, Н.М. (2018). Граїзація та досвід використання комп’ютерних ігор у навчанні філософії у технічних закладах вищої освіти. Інформаційні технології і засоби навчання, 67, 5, 213-225. URL: http://nbuv.gov.ua/UJRN/ITZN_2018_67_5_19.
Chitosca, M.I. (2006). The Internet as a socializing agent of the «M Generation». Journal of Social Informatics, 5, 3-21. DOI: http://dx.doi.org/10.17759/sps.2019100404.
Kaufmann, D.A. (2018). Reflection: Benefits of Gamification in Online Higher Education. Journal of Instructional Research, 7, 125-132. URL: https://www.learntechlib.org/p/188893.
Kozubtsov, I., & Kozubtsova, L. (2022). Cyber Pedagogy as a new trend in education of the XXI century: problems and risks. Collection materials of the International scientific and practical Conference «Pedagogical education in the XXI century: priorities and searches» (Astana, 7.10), 402–409.
Leshchina, V., Kozubtsov, I., & Kozubtsova, L. (2022). Role of motivative characteristics in cyber security ontology. Scientific and Practical Cyber Security Journal (SPCSJ), 6(1), 15–23. URL: https://journal.scsa.ge/papers/role-of-motivative-characteristics-in-cyber-security-ontology.
Tseas, K., Katsioulas, N. & Kalandaridis, T. (2014). Gamification in higher education. M.S. Thesis, Dept. Electrical and Computer Engineering, University of Thessaly. Volos, Greece. DOI: http://dx.doi.org/10.4102/hts.v73i3.4527.
References (translated and transliterated)
Buhaieva, V.Yu. (2018). Heimifikatsiia yak sposib formuvannia aktyvnoi profesiinoi povedinky maibutnikh fakhivtsiv IT-haluzi [Gamification as a way to form active professional behavior of future IT specialists]. Pedahohika ta psykholohiia, 56, 129-135. https://doi.org/10.5281/zenodo.577567 [in Ukrainian].
Chitosca, M.I. (2006). The Internet as a socializing agent of the «M Generation». Journal of Social Informatics, 5, 3-21. http://dx.doi.org/10.17759/sps.2019100404 [in English].
Kaufmann, D.A. (2018). Reflection: Benefits of Gamification in Online Higher Education. Journal of Instructional Research, 7, 125-132. https://www.learntechlib.org/p/188893 [in English].
Kozubtsov, I., & Kozubtsova, L. (2022). Cyber Pedagogy as a new trend in education of the XXI century: problems and risks. Collection materials of the International scientific and practical Conference «Pedagogical education in the XXI century: priorities and searches» (Astana, 7.10), 402-409 [in English].
Kozubtsov, I.M. (2009). Kontseptsiia samostiinoho navchannia kursantiv Sukhoputnykh viisk na navchalno-trenuvalnykh zasobakh metodom hry na virtualnomu komp’iuteri [The concept of independent training of cadets of the ground forces on training equipment by playing on a virtual computer]. Perspektyvy rozvytku ozbroiennia i viiskovoi tekhniky Sukhoputnykh viisk: Druha Vseukrainska naukovo-tekhnichna konferentsiia (Lviv, 28–29.04), 77 [in Ukrainian].
Kozubtsova, L.M., Kozubtsov, I.M., Tereshchenko, T.P., & Bondarenko, T.V. (2022). Pro kibernebezpeku hry viiskovosluzhbovtsiamy u heolokatsiini ihry, perebuvaiuchy na vidomchykh ob’iektakh krytychnoi informatsiinoi infrastruktury [On the cyber security of military personnel playing geolocation games while on departmental facilities of critical information infrastructure]. Elektronne fakhove naukove vydannia «Kiberbezpeka: osvita, nauka, tekhnika», 1, 17, 76–90. https://csecurity.kubg.edu.ua/index.php/journal/article/view/386 [in Ukrainian].
Leshchina, V., Kozubtsov, I., & Kozubtsova, L. (2022). Role of motivative characteristics in cyber security ontology. Scientific and Practical Cyber Security Journal (SPCSJ), 6 (1), 15–23. https://journal.scsa.ge/papers/role-of-motivative-characteristics-in-cyber-security-ontology [in English].
Meteshkin, K.A., Morozov, O.I., Fedorchenko, L.A., & Khayrova, N.F. (2012). Kiberneticheskaia pedagogika: ontologicheskii inzhiniring v obuchenii i obrazovanii [Cybernetic Pedagogy: Ontological engineering in Teaching and education]: monografiia. Kharkov: KHNAGKH. http://web.kpi.kharkov.ua/iks/navchalni-posibniki [in Ukrainian].
Petrenko, S.V. (2018). Gamification yak innovatsiina osvitnia tekhnolohiia [Gamification as an innovative educational technology]. Innovatyka u vykhovanni, 2, 7, 177-185. https://ojs.itup.com.ua/index.php/iiu/article/view/106 [in Ukrainian].
Petriaiev, S.Yu. (2014). «Kibersotsializatsiia» – A ≠ A [«Cybersocialization» – A ≠ A]. Informatsiia i pravo, 3(12), 25-30. http://ippi.org.ua/sites/default/files/14psukaa.pdf [in Ukrainian].
Rybka, N.M. (2018). Hraizatsiia ta dosvid vykorystannia komp’iuternykh ihor u navchanni filosofii u tekhnichnykh zakladakh vyshchoi osvity [Graization and experience of using computer games in teaching philosophy in technical institutions of Higher Education]. Informatsiini tekhnolohii i zasoby navchannia, 67, 5, 213-225. http://nbuv.gov.ua/UJRN/ITZN_2018_67_5_19 [in Ukrainian].
Tseas, K., Katsioulas, N. & Kalandaridis, T. (2014). Gamification in higher education. M.S. thesis, Dept. Electrical and Computer Engineering, University of Thessaly. Volos, Greece. http://dx.doi.org/10.4102/hts.v73i3.4527 [in English].
Voloshyna, N.M., Zhohina, L.M., & Mukohorenko, O.S. (2017). Do pytannia kibersotsializatsii ukrainskoho suspilstva [To the issue of cyber socialization of Ukrainian society]. Viiskova osvita i nauka: sohodennia ta maibutnie: ХІІІ Mizhnarodna naukovo-praktychna konferentsiia (Kyiv, 24.11). VIKNU, 126–127. https://docplayer.net/78002114-Viyskoviy-institut-kiyivskogo-nacionalnogo-universitetu-imeni-tarasa-shevchenka-tezi-dopovidey-xiii-mizhnarodnoyi-naukovo-praktichnoyi-konferenciyi.html [in Ukrainian].
Abstract views: 315 PDF Downloads: 141







