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Formation of Methodological Readiness of Undergraduates of the Psychological and Pedagogical Direction for Mediation in Conditions of Blended Learning 混合学习条件下心理与教学方向大学生方法论准备的形成
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280410
N.A. Ivanov, O.G. Smolyaninova, A.A. Smolyaninov

The article presents the problem of conceptualization of the phenomenon of «methodical readiness for mediation» as a special case of professional readiness of a teacher-psychologist to implement mediation in education. The results of a pedagogical experiment on the formation of methodological readiness of undergraduates in conditions of blended learning are described. The main idea of the study is that methodological training is a propaedeutics of professional readiness for mediation in general. The organization of the educational process is based on the principles of practice-oriented and event-based approaches and involves immersion of undergraduates in the basics of mediation in a blended learning environment. The features of the formation of methodological readiness for mediation in conditions of blended learning, based on the principle of humanitarization, ensuring the innovative use of the mediation approach in educational practices, are determined. 92 undergraduates of the Siberian Federal University (SibFU), studying under the programs of the psychological and pedagogical master's degree in 2020-2023, took part in the experimental work. Methodological materials in the field of mediation developed and implemented by SibFU undergraduates during their professional training are presented.

< >这篇文章提出了“有条不紊地准备调解”现象的概念化问题。作为教师心理学家在教育中实施调解的专业准备的特殊案例。本文描述了一项关于混合学习条件下大学生方法论准备形成的教学实验的结果。本研究的主要观点是,方法训练是一种促进调解专业准备的方法。教育过程的组织是基于以实践为导向和以事件为基础的方法的原则,包括在混合学习环境中让本科生沉浸在调解的基础知识中。确定了在混合学习条件下,基于人性化原则,确保在教育实践中创新地使用调解方法的方法准备形成的特征。92名西伯利亚联邦大学(SibFU) 2020-2023年心理学和教育学硕士学位专业的本科生参加了实验工作。本文介绍了西联大本科生在专业培训期间开发和实施的调解领域的方法论材料。</p>
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引用次数: 0
The Relationship of the Preferred Types of Digital Games and Executive Functions in 6-7-Year-Old Children 6-7岁儿童偏好电子游戏类型与执行功能的关系
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280402
V.A. Plotnikova, D.A. Bukhalenkova, E.A. Chichinina

This study aimed to examine the relationship of the types of digital games preferred by preschoolers and their executive functions. For a more detailed study we created a classification of the games in question based on the content analysis of the participants&rsquo; interview, game mechanism, and the required cognitive functions. 6 types of digital games were developed: quick reaction games, logic games, educational games, strategic games, drawing games, and simulators. The overall sample comprised 335 children (48.6% girls) aged 6&ndash;7 (M=74.6 months, SD=6.06 months). The study included assessment of the executive functions and an interview about digital games. We used the NEPSY-II subtests to measure the examinees&rsquo; executive functions level: visual and verbal working memory, and inhibition. We also used &ldquo;The Dimensional Change Card Sort&rdquo; to assess cognitive flexibility. Data analysis revealed that quick reaction games were the most popular at this age. The next favourite were logic games, strategic games, and simulators&rsquo;. The study demonstrated quick reaction game players&rsquo; visual working memory was better developed than in the non-players. Logic game players processed information at a higher speed than the non-players. Simulation game players obtained higher score in cognitive inhibition, than the children who didn&rsquo;t like this type of games.

本研究旨在检验学龄前儿童偏好的数字游戏类型与其执行功能之间的关系。在更详细的研究中,我们根据参与者的内容分析对游戏进行了分类。面试,游戏机制,以及所需的认知功能。开发了6种类型的数字游戏:快速反应游戏、逻辑游戏、教育游戏、战略游戏、绘画游戏和模拟器。总体样本包括335名6 - 7岁的儿童(48.6%为女孩)(M=74.6个月,SD=6.06个月)。该研究包括对执行功能的评估和对数字游戏的采访。我们使用NEPSY-II子测试来衡量考生的能力。执行功能水平:视觉和语言工作记忆,以及抑制。我们还使用了“尺寸变化卡排序”评估认知灵活性。数据分析显示,快速反应游戏在这个年龄段最受欢迎。其次是逻辑游戏、战略游戏和仿真游戏。该研究证明了游戏玩家的快速反应能力。视觉工作记忆比非玩家发展得更好。逻辑游戏玩家处理信息的速度比非玩家要快。玩模拟游戏的儿童在认知抑制方面得分高于不喜欢这类游戏的儿童。
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引用次数: 0
Study of the Educational Process Participants Readiness to Applying Digital Technologies in Education 教育过程参与者在教育中应用数字技术的准备研究
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280407
L.V. Silakova, A.I. Sosnilo

The article presents an overview of various digital technologies used in the educational process; the problem of their perception and application by teachers and students is investigated. The purpose of the article is to identify the level of readiness of direct participants of the educational process to use digital technologies in their activities. The study was conducted on the basis of analysis and generalization of domestic and foreign scientific publications devoted to the problem of the use of digital technologies by participants of educational institutions. A sociological study was conducted by online questionnaire of students. The research methods are comparison, concretization, system and comparative analysis. The authors have revealed that the teachers' perception of the use of digital educational technologies in their activities depends on various factors, such as: age, gender, availability and degree of development of organizational and communicative abilities of a person, on the degree of motivation, as well as on the level of creativity of the teacher's personality. It is revealed that there are various barriers to the use of TSOT by teachers. Regarding the readiness of students to use TSC, it was found that students are not fully ready to use TSC in teaching, in particular, they are not aware of the essence of the concept of immersive technologies and do not identify them with virtual or augmented reality technologies. A significant part of students uses digital services that are quite similar in functionality. The actual digital technologies used in teaching in the world practice are revealed. The necessity of using digital services in virtual educational environments, including metaverses, is substantiated. In order to increase the ability of teachers to use TSOT, it is necessary that the curricula include courses on the use of TSOT in education in the context of vocational training. It is also proposed to encourage teachers to use technology in the educational process by allocating additional funding. Universities need to create conditions for students to use digital technologies.

本文概述了在教育过程中使用的各种数字技术;调查了教师和学生对其认知和应用的问题。本文的目的是确定教育过程的直接参与者在其活动中使用数字技术的准备程度。该研究是在分析和概括国内外科学出版物的基础上进行的,这些出版物致力于教育机构参与者使用数字技术的问题。通过对学生进行在线问卷调查进行社会学研究。研究方法有比较法、具体化法、系统分析法和比较分析法。作者发现,教师对在其活动中使用数字教育技术的看法取决于多种因素,例如:年龄、性别、个人组织和交际能力的可获得性和发展程度、动机程度以及教师人格的创造力水平。研究发现,教师使用TSOT存在各种障碍。关于学生使用TSC的准备情况,我们发现学生并没有完全准备好在教学中使用TSC,特别是他们没有意识到沉浸式技术概念的本质,没有将其等同于虚拟或增强现实技术。很大一部分学生使用功能非常相似的数字服务。揭示了数字技术在世界教学实践中的实际应用。在虚拟教育环境中使用数字服务的必要性,包括元环境,得到了证实。为了提高教师使用TSOT的能力,课程中有必要包括在职业培训背景下的教育中使用TSOT的课程。还建议通过分配额外资金来鼓励教师在教育过程中使用技术。大学需要为学生使用数字技术创造条件。</p>
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引用次数: 0
Digital Storytelling as a Means of Education and Formation of Spiritual and Ethical Values in Adolescence (on the Base of Classic Literature Material) 数字讲故事作为青少年精神伦理价值观的教育手段与形成(基于经典文献资料)
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280411
T.A. Poskakalova

The article presents the results of the study that identifies the possibilities of applying activity technologies in education to create digital stories for the purposes of formation of spiritual and ethical values in adolescents. The study took place in March, 2023, on the basis of MBOU SOSH school No. 4 in Kashira town, 38 schoolchildren of the 7th grade aged 13-14 years old took part in it. As part of the study, during three sessions 9 cartoons were created in the stop-motion animation technique, they were based on the literary material of A.P. Chekhov. The article presents an analysis of the production process of animation products creation, it also discusses the aspects of the formation of spiritual and moral values ​​while creating cartoons. The article also focuses on the empirical data that demonstrate the peculiarities of the adolescents&rsquo; perception of joint activities when working on cartoons and according to the degree of motivation for the activity. The study proves the effectiveness of the use of practices for creating digital stories by adolescents for establishing interpersonal communication, appropriating moral and prosocial behavior patterns, developing interest in classic literature, and creative self-realization.

这篇文章提出了研究的结果,确定了在教育中应用活动技术来创造数字故事的可能性,以形成青少年的精神和道德价值观。该研究于2023年3月在北博大学Kashira镇SOSH第4学校进行,38名13-14岁的七年级学生参加了研究。作为研究的一部分,在三个阶段中,研究人员用定格动画技术创作了9部基于A.P.契诃夫文学作品的漫画。本文分析了动漫产品创作的生产过程,并从精神道德价值观的形成等方面对动漫创作进行了探讨。本文还着重介绍了实证数据,这些数据表明了青少年行为的特殊性。感知联合活动时,工作卡通和根据活动的动机程度。本研究证明了青少年使用数字故事创作实践在建立人际交往、挪用道德和亲社会行为模式、培养对经典文学的兴趣和创造性自我实现方面的有效性。
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引用次数: 0
Digital Literacy, Cognitive Control and Student Use of Digital Devices 数字素养、认知控制与学生使用数字设备
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280405
Y.V. Kuzmina, S.M. Avdeyeva, K.V. Tarasova, A.V. Popova, Ya.A. Bitsiokha

There is an idea that modern young people who grew up surrounded by digital devices spontaneously master digital skills, and their formation does not require special attention from the school. Teachers' observations and research results show that this is not the case. Most schoolchildren are not able to effectively solve problems in the digital environment, for example, correctly construct a search query, or ensure their information security. The purpose of the study presented in the article is to assess the relationship of digital literacy, including its individual components (for example, the ability to work with information in a digital environment), with some cognitive characteristics of students. In particular, the relationship of digital literacy with the features of cognitive control of students is considered, taking into account the frequency and specifics of the activity of using digital devices. The study is based on data from the assessment of the level of digital literacy by the developed measurement tool on a sample of 4,700 students in grades 7 and 8 of schools in 5 regions of Russia in the fall of 2022.

<p>有一种观点认为,在数字设备的包围下长大的现代年轻人会自发地掌握数字技能,他们的形成不需要学校的特别关注。教师的观察和研究结果表明,情况并非如此。大多数学童不能有效地解决数字环境中的问题,例如,正确构建搜索查询,或确保他们的信息安全。本文提出的研究目的是评估数字素养(包括其各个组成部分(例如,在数字环境中处理信息的能力)与学生的一些认知特征之间的关系。特别是,考虑到使用数字设备活动的频率和具体情况,考虑了数字素养与学生认知控制特征的关系。这项研究基于对数字素养水平的评估数据,该评估是通过开发的测量工具在2022年秋季对俄罗斯5个地区的4700名7年级和8年级学生进行的。
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引用次数: 0
Network Analysis of the Relationship between Personality Traits and Online Behaviour in Adolescents and Young Adults: A Research on Dota 2 Players 青少年和青年人格特质与网络行为关系的网络分析——以Dota 2玩家为例
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280401
O.V. Rubtsova, S.L. Artemenkov, A.S. Panfilova, A.M. Tokarchuk

The paper presents additional results of the research project &ldquo;Effects of personality traits on behavior in virtual reality games in adolescence and young adulthood&rdquo;, carried out by the MSUPE Centre for Interdisciplinary Research on Modern Childhood in 2015&mdash;2017. Research methods include the Q-Sort technique by W. Stephenson, the Butler-Haigh &ldquo;Real and Ideal Test&rdquo;, the Role Conflict Questionnaire developed by O.V. Rubtsova, and Adolescent Egocentrism scale (AES), R. Enright. The sample includes 103 active players of MOBA Dota-2 aged 14&mdash;25. The paper discusses statistical correlations, in particular, those identified on the basis of a network analysis of partial correlations. It is shown that such factors as role incompatibility and the need for role-playing experience can be manifested in virtual gaming activity and partly determine the specifics of its implementation by adolescent and young adults&rsquo; players.

< >本文介绍了MSUPE现代儿童跨学科研究中心于2015 - 2017年开展的研究项目&人格特质对青少年和青年期虚拟现实游戏行为的影响”的其他结果。研究方法包括斯蒂芬森(W. Stephenson)的Q-Sort技术、巴特勒-海格(Butler-Haigh)的真实与理想测试、鲁伯特索娃(O.V. Rubtsova)的角色冲突问卷和恩赖特(R. Enright)的青少年自我中心主义量表(AES)。样本包括103名14 - 25岁的MOBA Dota-2活跃玩家。本文讨论了统计相关性,特别是那些在部分相关性的网络分析基础上确定的相关性。研究表明,角色不相容和角色扮演体验需求等因素可以在虚拟游戏活动中表现出来,并在一定程度上决定了青少年和年轻人实施虚拟游戏的具体情况。球员。;/ p>
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引用次数: 0
Investigating the Relationships between Problem-Solving Ability, Resilience and Academic Burnout in Virtual Medical Education Students Using Structural Equation Modeling 运用结构方程模型研究虚拟医学教育学生解决问题能力、心理弹性与学业倦怠的关系
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280408
Z. Khoshgoftar, F. Karamali, M.Z. Nasrabadi, M.H. Nejad

the purpose of the present study is to investigate the relationship between academic resilience and academic burnout through the mediation of problem-solving ability.Research questionnaires (demographics, academic burnout, academic resilience and problem-solving ability) were sent online through Press Online software in 2021 for a sample size of 260 students of virtual medical education. Descriptive statistics, Pearson correlation and Structural equation modeling were used to examine the characteristics of the participants, correlation between main variable and test the study hypothesis. Based on the results the model fit indices CFI (comparative fit index), NFI (normed fit index), TLI (Tuckere Lewis index), X2/DF (the ratio of X2 to degrees of freedom) and RMSEA (Root mean of square error approximation) were appropriate. it was found that the academic burnout with problem solving skill (&beta; = -0.77), academic resilience (&beta; = 0.26) and problem-solving skill with academic Resilience (&beta; = 0.96) has a statistically significant relationship. Also, it was found that most of the relationship between academic burnout and academic resilience is indirect and through the mediator variable of problem-solving skills (-0.871).The results of this research determined that there is a certain group of students suffering from burnout and weak problem-solving skills, who are at risk. Screen such students and provide them with short courses aimed at developing adaptive coping skills, such as problem solving, which can prevent their academic burnout.

本研究旨在通过问题解决能力的中介,探讨学业弹性与学业倦怠之间的关系。研究问卷(人口统计、学业倦怠、学业弹性和问题解决能力)于2021年通过Press online软件在线发送,样本量为260名虚拟医学教育学生。采用描述性统计、Pearson相关和结构方程模型对研究对象的特征、主要变量之间的相关性和研究假设进行检验。结果表明,模型拟合指标CFI(比较拟合指数)、NFI(归一化拟合指数)、TLI (Tuckere Lewis指数)、X2/DF (X2与自由度之比)和RMSEA(均方根误差近似)是合适的。研究发现,学业倦怠与问题解决能力(β= -0.77),学业韧性(β= 0.26)、问题解决能力与学业弹性(β= 0.96)有统计学意义。此外,我们还发现学业倦怠与学业弹性之间的关系大部分是间接的,并通过问题解决能力这一中介变量(-0.871)。这项研究的结果表明,有一群学生患有倦怠和解决问题的能力较弱,他们处于危险之中。筛选这样的学生,并为他们提供旨在培养适应性应对技能的短期课程,例如解决问题的能力,这可以防止他们的学业倦怠。
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引用次数: 0
Determinants of Blended Teaching-Learning Performance in New Normal Environment: Exploring the Role of Teachers' Technostress as Mediation 新常态下混合式教学绩效的决定因素:教师技术压力的中介作用探讨
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280409
M. Uyun

This research desires to analyze the determinants of blended teaching-learning performance in the new typical environment by exploring the role of teachers' technostress as mediation. This study uses a quantitative approach. Quantitative research methods aim to test the hypotheses that have been set. This approach uses numerical results from measurements made using a questionnaire about the study's variables. Using the complete sampling technique, which involves selecting the whole population as the research sample, it consisted of senior high school teachers in South Sumatra. The researchers used 712 research data in this investigation. The research used the structural approach of the Equation Model (SEM) and the intelligent application of PLS for analysis. According to the outcomes of this investigation, understanding technical and pedagogical content has a considerable positive impact on blended learning and teaching performance and teachers' technostress. Teachers' self-efficacy has a considerable positive impact on combined learning-teaching performance and blended teaching-learning performance and is significantly mediated by teachers' technological stress. Teacher experience significantly impacts teachers' technostress and is mediated considerably by teachers' technostress. Administration and school support show a considerable positive impact on blended teaching and learning performance and teachers' technostress, which is significantly mediated by teachers' technostress. Teachers' technological stress has a large positive effect on combined teaching-learning performance.

本研究希望通过探索教师技术压力的中介作用,分析新典型环境下混合式教学绩效的决定因素。本研究采用定量方法。定量研究方法的目的是检验已经设定的假设。这种方法使用了一份关于研究变量的问卷调查所得到的数值结果。采用完全抽样法,选取整个人口作为研究样本,由南苏门答腊省的高中教师组成。研究人员在这项调查中使用了712项研究数据。本研究采用方程模型(SEM)的结构方法和PLS的智能应用进行分析。根据本调查的结果,理解技术和教学内容对混合学习与教学绩效和教师的技术压力有相当大的积极影响。教师自我效能感对学与教结合绩效和混合型教与学绩效有显著的正向影响,并受教师技术压力的显著中介作用。教师经验显著影响教师的技术压力,并受教师技术压力的显著中介作用。行政管理和学校支持对混合式教与学绩效和教师技术压力有显著的正向影响,教师技术压力在两者之间起着显著的中介作用。教师的技术压力对综合教与学绩效有显著的正向影响。
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引用次数: 0
Adaptation of the Academic Digital Literacy Scale for College Students: A Validity and Reliability Study 大学生学术数字素养量表的适应性:效度与信度研究
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023280406
Z. Anwar, F. Hanurawan, T. Chusniyah, N. Setiyowati

Today's students can also be called "Generation Z," which cannot be separated from their digital life. The characteristics of Generation Z, "digital natives," are very comfortable using digital devices in their social media life. Even though students as a whole are comfortable with digital technologies for interaction, they are still learning how to incorporate digital devices into their academic lives. The aim of the research is to adapt a digital literacy measuring tool to become the Indonesian version of student academic digital literacy. Adaptation methods include translation, synthesis, expert committee review, and pretesting. The research respondents were 364 students in the province of East Java, Indonesia. Data analysis used confirmatory factor analysis with M-Plus software. The results showed that the loading factor values ranged from 0.47-0.87 and met the minimum criteria, so they could be said to be valid. The reliability is indicated by the value alpha = 0.87 and CR = 0.89, which has met the minimum criteria, so it is reliable, while the AVE = 0.74 has met the minimum criteria, so it shows good convergence.

今天的学生也可以被称为“Z世代”,这与他们的数字生活密不可分。Z世代的特点是“数字原住民”,他们在社交媒体生活中非常习惯使用数字设备。尽管学生们总体上对数字技术的互动很熟悉,但他们仍在学习如何将数字设备融入到他们的学术生活中。这项研究的目的是使数字素养测量工具成为印尼版的学生学术数字素养。适应方法包括翻译、综合、专家委员会审查和预测试。调查对象是印度尼西亚东爪哇省的364名学生。数据分析采用M-Plus软件进行验证性因子分析。结果表明,加载系数值在0.47 ~ 0.87之间,满足最小标准,可以说是有效的。信度为alpha = 0.87, CR = 0.89,满足最小准则,是可靠的;AVE = 0.74,满足最小准则,收敛性好。</p>
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引用次数: 0
Efficiency of Collaborative Computer Problem Solving by the Students of Adolescence and Youth: The Contribution of Social Intelligence 青少年学生协同解决计算机问题的效率:社会智力的贡献
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-03 DOI: 10.17759/pse.2023000003
E.V. Gavrilova, E.A. Shepeleva, E.A. Valueva, M.R. Husnutdinova

The present study is focused on the measurement of the development of the higher mental actions of analysis and planning as the main components of theoretical thinking by the younger adolescences in the individual and collaborative game problem solving conditions. The previously elaborated computer game system &ldquo;PL-modified&rdquo; was used. Social and emotional intelligence as well as gender factor were additionally controlled. 189 middle-school students from the 5-6th grades participated in this study. The results showed that game efficiency as a factor of mental action planning was higher in collaborative problem solving conditions (in comparison with the individual game) no matter which additional factor was controlled. Furthermore, the whole sample was divided in two groups by the criterion of the level of social intelligence of those participants who played in each pair. Thus, the group 1 included players with the equal level of social intelligence whereas the group 2 was presented by the gamers with the different levels of social intelligence. The pairs form the group 1 outperformed those participants from the group 2 in their game efficiency. Another independent result concerns significant impact of social intelligence on the game performance in the pairs of boys. The present results are discussed in terms of the prospects of the usage of &lsquo;PL-modified&rsquo; computer game system as a diagnostic tool for mental actions by young adolescents and their cognitive abilities.

本研究的重点是测量低年级青少年在个体和协作游戏问题解决条件下,作为理论思维主要组成部分的分析和计划高级心理行为的发展。先前精心制作的电脑游戏系统& &;pl修改& &;是使用。另外还控制了社会智力和情商以及性别因素。189名5-6年级中学生参与了本研究。结果表明,在协作解决问题的条件下(与单独博弈相比),无论控制哪一个附加因素,博弈效率作为心理行动计划的一个因素都更高。此外,根据每组参与者的社会智力水平,整个样本被分成两组。因此,第1组包含具有相同社会智力水平的玩家,而第2组则由具有不同社会智力水平的玩家组成。第一组的参与者在游戏效率上优于第二组的参与者。另一个独立的结果是社会智力对男孩配对游戏表现的显著影响。对目前的研究结果进行了讨论,并对pl改性rsquo的应用前景进行了展望。电脑游戏系统对青少年心理行为及其认知能力的诊断作用</p>
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引用次数: 0
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