Ігровий колоквіум "Лабіринт" в умовах змішаного навчання вищої математики студентів технічного ЗВО
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The article deals with the possibilities of using game forms in the conditions of mixed learning for
developing mathematical competence of future specialists with higher technical education, namely the module
game colloquium "Labyrinth" for consolidation and control of the acquired theoretical knowledge in the studied
sections "Linear Algebra", "Vector Algebra and elements of Analytical Geometry" of the 1st module in the first
semester in the first year of the technical university. Testing the developed game colloquium revealed a number
of positive and negative problems arising during mixed learning, when it takes place fragmentarily in
classrooms, and most of it online. The areas of possible development of skills of independent-cognitive activity,
which is primarily based on motivating students to study a fundamental subject aimed at the acquisition of
mathematical competence, which is the basic foundation for future professional competence, were revealed. It is
concluded that the mixed learning is not identical to remote or extra-mural learning.
The work shows data on the developments devoted to forming and developing the basic level of professional
competence and mobility of future specialists with higher technical education, including the use of game forms
of learning, which are part of innovative methods, the development of which began rapidly in the 80s of last
century. There are references to the developments of the Higher Mathematics Department at the Vinnytsia
National Technical University where there is a huge experience of creation and introduction of interactive
methods of teaching higher mathematics to students of technical schools, including game forms from different
sections. This can be useful for creating interactive methods and technologies not only in the process of teaching
higher mathematics in modern conditions of the mixed learning. This is presented in monographs, selected
scientific articles and training and methodical manuals. The article also describes the algorithm of the created
and implemented game colloquium "Labyrinth" during online learning. The results of a survey of students on the
results of module 1 in the first semester, when the training took place in the classroom, and module 2 of the same
semester, when they had been learning online, are presented. In addition, there is a comparative characteristic of
the results of the survey, concerning the testing in the game form of the suggested colloquium "Labyrinth" in the
first module, and conventional test-colloquium in JetIQ system, held already 6 years at the Faculty of Computer
Systems and Automatics VNTU.
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Петрук В. А. Ігровий колоквіум "Лабіринт" в умовах змішаного навчання вищої математики студентів технічного ЗВО [Текст] / І. А. Клєопа, В. А. Петрук // Сучасні інформаційні технології та інноваційні методики навчання у підготовці фахівців: методологія, теорія, досвід, проблеми. – 2022. – Вип. 63. – С. 192-202.