Abstract
The article is devoted to the system justification of the e-learning process. The language of cybernetics is used to describe a purposeful process. Using the language of cybernetics allows you to identify all the components of the educational process management system. In the classical case, this is a teacher who has a management goal and achieves this goal. With the advent of computer technology, the process control system becomes more complicated – information and communication technologies are included in it. Based on the cybernetic model of learning as a purposeful process, the evolution of the interaction process in education from classical education in the form of "man-man", then to the form of "man-computer-man" and then to the form of "man-learning environment" is considered. At the same time, the evolution of the didactic content of the educational process is considered. The main conclusions of this study are: the conclusion that there is a fundamental contradiction between the finite possibilities of computer influence as part of the educational process management system and the infinite set of behavioral reactions of the learner. It is shown how this contradiction is resolved at the system level by, on the one hand, simplifying the e-course itself, but at the same time increasing the diversity of the number of courses. It is shown that at this level the development of e-learning and the content of digital didactics can be characterized as "student–teacher - learning algorithm". Further, a forecast is made that an increase in the variety of e-courses will lead to the creation of a personal learning environment, the purpose of which will be marketing: to satisfy the client's training needs as much as possible. It is concluded that digital didactics will be built on the principles of gamification.
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