Abstract

The learning model represented in the paper implies the use of specifically designed workbooks and dynamic presentations, original (self-developed) interactive computer games and training systems, LearningApps.org web service, mobile applications in Glide, Kahoot! in-game learning platform, Desmos graphing calculator and the Maple computer algebra system in learning. The applied educational tools give students an opportunity not only to get to know basic mathematical concepts, work out and test their computation skills individually but also to model processes that change over time, changing the process variables interactively. The article provides several examples of such assignments for students. In this model of arranging to learn, an educator is becoming free from a lot of routine work (manual check of tasks and tests). The educational experiment took place in the 2019-2020 and 2020-2021 academic years. 167 Engineering students from Sholom-Aleichem Priamursky State University, Moscow State University of Civil Engineering, and Osh State University participated in it. The conducted experiment proved the effectiveness of the learning model suggested: competent academic performance of students has increased by 15%. Therefore, supported multimedia technologies, involving most of the sensory experience of a student in understanding learning materials, make learning more productive.

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