Современные информационные технологии и IT-образование (Jul 2019)

Forsyth-Model of Cognitive Activity in the Digital Environment of the Text Maze

  • Elena V. Soboleva,
  • Anna N. Sokolova

DOI
https://doi.org/10.25559/SITITO.15.201902.395-405
Journal volume & issue
Vol. 15, no. 2
pp. 395 – 405

Abstract

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The article is devoted to the investigation of the mechanisms underlying the increase in the effectiveness of the cognitive activity of subjects of learning, by including digital media with non-linear information representation in cognitive process. The authors propose a model for designing students’ experimental work, where computer science tools are used not only for training but also for managing the expected results of cognition. The paper proves that the proposed digital environments will create additional factors for the development of algorithmic and systemic thinking, the formation of skills for formalization and structuring of information, etc., which will have a direct impact on the cognitive development of man. Among the main advantages of the proposed model, the authors consider the possibility of creating a personal educational trajectory of cognitive activity that has the flexibility and allows transforming its components in accordance with the goals, content and planned educational results, learner’s needs and abilities, challenges of the future. The study describes first model of practical and transformational activity based on the functional possibilities of new digital technologies, which allows not only planning and predicting the process of cognition, but also provides psychological factors for the formation of a cognitive picture of the world that is adequate to the requirements of society and the trends of future professions. Using the example of modeling a personal development trajectory in a digital environment with the possibility of non-linear information presentation, the effects in terms of competence formation provided by foresight are described: project management, system thinking, common work, work in conditions of uncertainty, programming, knowledge of artificial intelligence, creativity, inter-industry communication and focus on the long-term result. The authors formulate recommendations that can be used, firstly, to change the traditional methodological systems of instruction on the trajectory "preschool education-school-university-additional education", taking into account the requirements of the future professions; secondly, developing and improving specific Foresight technologies on gaming platforms in order to improve the quality of management, social integration and vocational guidance.

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