Вестник Северо-Кавказского федерального университета (May 2023)

Digital technologies in the educational process in physical education

  • M. V. Katrenko,
  • T. A. Kulikova,
  • N. A. Poddubnaya,
  • Yu. I. Zhuravleva

DOI
https://doi.org/10.37493/2307-907X.2023.2.26
Journal volume & issue
Vol. 0, no. 2
pp. 222 – 232

Abstract

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The paper studies the use of digital technologies in the educational environment of the university in the field of physical culture and sports. The purpose of the study is to reflect on application of digital technologies to increase the motor activity of students. The paper is based on a set of research methods: literature data analysis, survey, analysis of digital technologies and tools, comparative analysis and experimental method. The scientific and methodological literature on the research issue was analyzed. Legislative materials related to the digitalization of higher education were studied. Using online survey data to evaluate the motivational need for physical education and knowledge of mobile technologies, the preferences, requests, interests of respondents were identified. the students were interviewed to evaluate the effectiveness of the digital educational tools applied for the increase of motor activity. The characteristics and functionality of the digital educational tools were studied for the application in the educational process. The method of comparative analysis was applied to define the proportion between the knowledge and the possibilities of digital technologies, as to their motivation for the increase of physical activity, before and after the study. Modern education is being transformed from the conventional learning to its further renovation in order to meet the requirements and interests of students. A new education policy is targeted at each individual student, student’s personal development trajectory, the formation of new knowledge, skills, competencies, integration between existing learning tools and emerging digital mobile technologies. An extensive material for the motivation of students and the increase of their motor activity is presented; various strategies and scenarios for the use of augmented reality (AR) applications were proposed, enabling through the means of visualization of educational information to increase the effectiveness of education in the field of physical culture and sports.

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