Journal of Information Technologies in Education (ITE) http://ite.kspu.edu/index.php/ite <p>The journal is <a href="http://ite.kspu.edu/public/site/docs/index.jfif">included</a> in the&nbsp;<strong>"List of Scientific Professional Editions of Ukraine"</strong>&nbsp;(Order of the Ministry of Education and Science of Ukraine No. 409, March 17, 2020). The scientific edition is assigned the Category "B" in the field of&nbsp;<strong>pedagogical sciences</strong> (13.00.02-13.00.10), in specialty 011 – Education Sciences.</p> <h3>Mission</h3> <p>ITE promotes a dissemination and knowledge transfer channel where academics, practitioners, and researchers can discuss, analyze, criticize, synthesize, communicate, and elaborate the developments and related impacts of IT in all aspects of their use in education.</p> <h3>Languages</h3> <p>ITE publishes articles written in English or Ukrainian. The abstracts are published in all two languages.</p> <h3>Scope</h3> <p>ITE publishes original high quality articles on scientific, methodological, organizational, and technological aspects of the development, adoption, and application of ICT for the management of higher and secondary educational institutions. The journal also solicits papers elaborating the solutions of the scientific, didactic, organizational and technological challenges aiming at creating, transferring to, and exploiting ICT and relevant software in teaching and learning.</p> Херсонський державний університет; Інститут інформаційних технологій і засобів навчання en-US Journal of Information Technologies in Education (ITE) 1998-6939 <p><a style="color: #113241;" href="http://creativecommons.org/licenses/by-nc-sa/4.0/" rel="license"><img style="border-width: 0;" src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" alt="Ліцензія Creative Commons" /></a></p> <p>This work is licensed under a <a href="https://creativecommons.org/licenses/by-nc-sa/4.0/" rel="license">Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License</a>.<br /><br /></p> INFORMATICS TERMINOLOGY: BETWEEN INCOMPLETENESS AND REDUNDANCY http://ite.kspu.edu/index.php/ite/article/view/894 <p>The article addresses the problem of forming informatics terminology in the process of teaching primary school pupils. The relevance of the research is driven by the introduction of informatics as a compulsory subject from year 2 in accordance with the State Standard of Primary Education in Ukraine. Different approaches to structuring the content of informatics education, implemented in model educational programmes under the guidance of O. Ya. Savchenko and R. B. Shyian, as well as the authors' methodological systems of school textbook compilers, may cause discrepancies in the interpretation and use of informatics terms. Incorrect or inconsistent use of terminology on the pages of textbooks and in teachers' speech can lead to pupils' misconceptions and hinder the formation of informatics competencies. A comparative analysis of the terminology of model educational programmes in informatics for years 1-4 revealed certain differences between the terminological apparatus of the programmes under the guidance of O. Ya. Savchenko and R. B. Shyian. The two programmes share 15 terms, including «information», «message», «data», «information processes», «algorithm», «executor», and others. At the same time, each programme contains a number of unique terms not mentioned in the other. Based on a comparative analysis of the terminological apparatus of 9 informatics textbooks for year 4, recommended by the Ministry of Education and Science of Ukraine, the level of their terminological completeness and redundancy in relation to the relevant educational programmes was determined. It was found that the textbooks by N. V. Morze and O.&nbsp;V.&nbsp;Barna (according to the programme of O. Ya. Savchenko) and H. V. Lomakovska and H.&nbsp;O.&nbsp;Protsenko (according to the programme of R. B. Shyian) are the most terminologically consistent with the programmes. The textbooks by T. H. Hilberg et al. and O. V. Korshunova were found to be the least consistent with the programmes in terms of terminological content. It is concluded that there is a need for careful alignment of textbook terminology with the relevant educational programmes.</p> Iryna Mintii Oleksandra Stetsyshyna Olena Tarasova Tetiana Vakaliuk Serhiy Semerikov Copyright (c) 2024 І. С. Мінтій, О. Ю. Стецишина, О. Ю. Тарасова, Т. А. Вакалюк, С. О. Семеріков https://creativecommons.org/licenses/by-nc-sa/4.0 2024-12-01 2024-12-01 56 10.14308/ite000784 CHARACTERISTIC FEATURES OF CHOOSING A PLATFORM FOR PLACEMENT OF THE WEB MULTIMEDIA ENCYCLOPEDIA «PRECEDENTAL EDUCATION» http://ite.kspu.edu/index.php/ite/article/view/893 <p>The article examines the key aspects of using web platforms for creating and hosting the electronic educational resource Web Multimedia Encyclopedia "Preschool Education". Special attention in the study is paid to the needs of users - teachers and students - which influence the strategic choice of the platform. The article examines the conditions of distance learning, in particular within the framework of web platforms. The author analyzes how these conditions affect the effectiveness of the educational process, and also highlights the challenges faced by teachers and students in the process of using digital educational resources. The relevance of using such Web multimedia encyclopedias in the educational process of specialization 012 "Preschool education" is considered. The article highlights the main advantages and disadvantages of using web platforms for training students, in particular Moodle and Canvas, taking into account the needs of users. Attention is drawn to their potential to enrich the educational environment with various visual and audiovisual materials to stimulate the cognitive and emotional development of students. The functionality and capabilities of two popular platforms - Moodle and Canvas - are compared, taking into account their compliance with the educational needs of applicants for the specialty 012 "Preschool education" education. The main emphasis is on the characterological aspects of choosing a platform, in particular, on which learning opportunities best meet the needs and contribute to the effective training of future educators. The article highlights the importance of web platforms, in particular Moodle, for the creation of electronic educational resources at Kherson State University. The authors give examples of convenient resources, such as Web multimedia encyclopedias from various disciplines, which play an important role in shaping the personality of future specialists. Taking into account the individuality of users, the article examines the influence of the choice of platform on the psychological comfort of teachers and students who actively interact with electronic educational resources.</p> Анна Лінтварьова Copyright (c) 2024 Анна Лінтварьова https://creativecommons.org/licenses/by-nc-sa/4.0 2024-12-01 2024-12-01 56 10.14308/ite000785 CLOUD SERVICES AS A MEANS OF GAMIFICATION IN THE TRAINING OF FUTURE TEACHERS http://ite.kspu.edu/index.php/ite/article/view/889 <p><em>The relevance of using cloud services as one of the means of gamification of the educational process is becoming increasingly evident in the context of modern challenges of higher education. The article analyzes the experience of domestic scientists in the implementation of gamification technology in the educational process of higher education institutions. The researchers focus on both game simulators as an effective means of gamification and the capabilities of cloud services, in particular Kahoot!, LearningApps and Wordwall. The article also examines such cloud services as Kahoot!, LearningApps, Wordwall, Educaplay, Classtime, explores their main functionalities and considers which elements of gamification technology (game rules, leaderboards, points, game aesthetics, etc.) are included in these environments and how they affect the learning process of higher education students. A comparative characterization of the mentioned services is made according to the following features: functionality, type of content, gamification elements, visualization, integration with other platforms, interface languages, free and paid tariffs. The article also highlights the results of a survey of first-year students of the Faculty of Physics, Mathematics and Informatics of Pavlo Tychyna Uman State Pedagogical University, specialties «Secondary Education (Mathematics. Computer Science)» and «Secondary Education (Computer Science)» of the 2022/2023 and 2023/2024 academic years, on their familiarity with the concept of «gamification technology», as well as on determining the most effective and convenient, in their opinion, gamified cloud tool. As a result of the survey, the majority of respondents chose LearningApps for its extensive and free tools, and Kahoot! for its interactive and visually appealing service. In addition, both services are well known to students from school, which played a key role in their choice. The study concluded that cloud services are a widely used tool in educational activities, they make it possible to make the educational process interactive and interesting, while gamification elements often serve as a motivating factor and allow students to fully immerse themselves in the game-based learning environment. This approach contributes to better assimilation and understanding of educational material, as well as to improving the efficiency and quality of the educational process.</em></p> Liubov Titova Inna Kryvoruchko Copyright (c) 2024 Любов Тітова, Інна Криворучко https://creativecommons.org/licenses/by-nc-sa/4.0 2024-12-02 2024-12-02 56 10.14308/ite000783 RATIONALE BEHIND USING KAHOOT IN FOREIGN LANGUAGE CLASSES IN MODERN HIGHER EDUCATION INSTITUTIONS: EMPIRICAL ASPECT http://ite.kspu.edu/index.php/ite/article/view/888 <p><em>Annotation. Methodology of language teaching has been in constant search for effective strategies, approaches and tools to facilitate students` progress in mastering a foreign language. Due to digitalization in education and society, a huge focus is now placed on ICT as a powerful instrument for boosting students` skills and knowledge. The article aims to experimentally verify the effectiveness of using Kahoot in ESP class for students majoring in Information Technologies in academic settings. The objectives of the current research are twofold. Primarily, the research is the attempt to measure and evaluate the influence of Kahoot on students` vocabulary comprehension as compared to traditional paper-based activities (multiple choice tests, filling-in-the-gaps activities etc.). Secondly, our goal is to assess students` attitude to the technology and the effect it has on their motivation. To accomplish the outlined objectives we have conducted a pedagogical experiment among 27 students based on qualitative (a questionnaire, vocabulary tests) to gather data and quantitative methods (Student`s t test, math proportions and equations) to process the obtained results and prove their validity by excluding the possibility of all the findings being a random coincidence. All the experiment participants consented to taking part in the research. Having carried out the experiment, we indicated a difference of around 20 % in the performance given by the experimental group in the vocabulary test as compared to the control group. Thus, we can reach a conclusion that the introduction of Kahoot in the process of studying English at university has proved to be effective and there is a rationale behind incorporation the studied tool in the learning process on a regular basis. As for assessing the students` motivation, the questionnaire results have shown that the experimental group students give a positive feedback on using Kahoot, pointing out a few aspects they spot to be problematic (narrow time limit, screen brightness). However, all such drawbacks can be easily customized and troubleshot. Possible areas that can be of interest for further reach can be using Kahoot for other aspects of language learning (grammar, listening comprehension).</em></p> <p> </p> Tetiana Fursenko Yurii Druz Galyna Druz Copyright (c) 2024 Tetiana Fursenko, Yurii Druz, Galyna Druz https://creativecommons.org/licenses/by-nc-sa/4.0 2024-12-02 2024-12-02 56 10.14308/ite000786 MEANS OF INFLUENCE ON THE MOTIVATION SPHERE OF HIGHER EDUCATION ACQUISITIONS IN CONDITIONS OF SYNCHRONOUS EDUCATION http://ite.kspu.edu/index.php/ite/article/view/887 <p><em><span style="font-weight: 400;">In the modern educational paradigm oriented towards the satisfaction of individual requests, the problems of professional formation of future specialists acquire special importance. Social problems, wartime force educators to constantly improve their practical professional skills. Many institutions switched to a distance learning format, and this led to the need to improve work skills with the use of innovative teaching technologies. This has both positive and negative components. The definition and substantiation of means of active learning in the mode of synchronous (asynchronous) learning, which teachers successfully cope with, can be attributed to the positive. However, in connection with remote learning, there is a problem with motivation, the manifestation of independence, and the formation of self-management qualities of higher education students. There is a problem of a positive influence on the motivational sphere of a modern student, which ensures his success both in studies and success in future professional activities. Means of motivation for success should be didactically and methodically coordinated with the needs and individual qualities of those who study. Informatization, digitization of the educational process provides ample opportunities for teachers' creativity. Modern IT technologies, especially cloud technologies, provide teachers with a fairly convenient, free set of tools for activating the educational and cognitive activities of students, including virtual whiteboards, multimedia presentations, tools for organizing group work, services for creating tests, intelligence cards, supplemented and virtual reality. It should be noted that the quality of information perception, motivation for activity increases when watching videos, listening to texts and musical works. Motivation increases when the winners themselves take an active part in creating drawings, multimedia presentations, etc. The influence on the development of the motivational sphere of higher education seekers is complex and requires a lot of time and effort of teachers.</span></em></p> Людмила Пермінова Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 64 71 10.14308/ite000781 APPLICATION OF BICLUSTERING ANALYSIS FOR FORMING COHERENT DATA SUBSETS http://ite.kspu.edu/index.php/ite/article/view/885 <p><em><span style="font-weight: 400;">This paper introduces a new approach to data analysis using biclustering, which significantly differs from traditional clustering methods. </span><span style="font-weight: 400;">Available scientific works were analyzed, which characterized the method of bicluster analysis and the features of its application. </span><span style="font-weight: 400;">The authors focus on identifying coherent subsets within complex data, extending beyond typical data such as gene expression. They emphasize exploring how biclustering analysis can uncover hidden connections in data, often overlooked by conventional methods. </span><span style="font-weight: 400;">Quality criteria for biclustering of gene expression data were formed and the effectiveness of internal criteria was evaluated. </span><span style="font-weight: 400;">The quality of biclusters is thoroughly examined using mean squared error (MSE) and mutual information, ensuring the reliability and objectivity of the results. A distinctive feature of biclustering analysis is its ability to identify biclusters of various sizes and shapes, crucial for understanding complex and heterogeneous data. This approach not only highlights local patterns in data subsets but also reveals more intricate interrelations. The article also stresses the importance of optimizing hyperparameters and using quality criteria to achieve the most accurate results. The research aims not only to identify coherent data subsets but also to gain a deeper understanding of structural features and interconnections revealed by biclustering analysis. This work opens new prospects for analyzing complex data, offering a deeper insight into their structure and dynamics. Particularly valuable is the method’s ability to detect overlapping biclusters, aiding in uncovering more complex and profound dependencies in the data.</span></em></p> Sergii Babichev Tetiana Goncharenko Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 54 63 10.14308/ite000780 EMPIRICAL EVALUATION OF GAMING SOFTWARE OF THE GAMIFICATION ENVIRONMENT FOR THE PREPARATION OF FUTURE BACHELORS OF INFORMATICS http://ite.kspu.edu/index.php/ite/article/view/884 <p><em><span style="font-weight: 400;">The article presents a model of introducing a gamification environment into the educational process for the preparation of future bachelors of informatics. We have analyzed the domestic and foreign experience in selecting criteria for software and hardware, determined the criteria for selecting the components of the gamification environment and the indicators of each criterion, selected the components of the gamification environment, conducted an experimental evaluation of some software samples according to the defined criteria. Design, cloud-oriented, content and information and communication criteria were selected for the selected platforms and their components were outlined. A table of evaluation by experts was developed and the results were analyzed. A ranking of the received data was also made and conclusions were drawn based on the evaluation results. According to experts' assessments, the environment most suitable and least suitable for the selected criteria was determined, as it scored the highest and lowest number of points. The purpose of the article is to design a model of a gamification environment for training future bachelors of computer science in higher education institutions. We see the design of other components of the gamification environment, the creation of tasks using gamification technologies, the analysis of feedback, the development of technological infrastructure and the creation of methodological recommendations for the implementation and use of the environment as further perspectives of the research.</span></em></p> Dmytro Verbovetskyi Vasyl Oleksiuk Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 47 53 10.14308/ite000779 THE CASE METHOD AS A TECHNOLOGY FOR ENSURING THE QUALITY OF HIGHER EDUCATION DURING DISTANCE LEARNING USING ICT TOOLS: WORK EXPERIENCE http://ite.kspu.edu/index.php/ite/article/view/883 <p><em><span style="font-weight: 400;">Current socio-ecological and socio-political challenges dictate the implementation of a complex of information and communication (digital) technologies into the organization of the educational process. This makes it possible to implement the process of distance learning in educational institutions in situations of natural and </span></em><em><span style="font-weight: 400;">technogenic</span></em><em><span style="font-weight: 400;"> uncertainty. The organization of the educational process is directed not only to the assimilation of individual blocks of theoretical information but also to the ability of students to make independent decisions and act in various situations, practically using the accumulated knowledge. To achieve such results, it is necessary to apply new approaches to the organization of the educational process, focusing on personal and professional individuality of each student, relying on a differential and creative approach in the learning process, and using variability of interactive forms and training methods. This approach not only increases the likelihood of knowledge assimilation but also allows going beyond them in the area of development of students' analytical skills and self-awareness, communication and leadership skills, and formation of decision-making in conditions of uncertainty.</span></em></p> <p><em><span style="font-weight: 400;">In this context, it is worth considering the problem of using the case method in professional training with an emphasis on the essence of the case method as an interactive learning method and as a form of organization of educational and cognitive activities of students; as a pedagogical technology used in the process of professional training; on the potential of the case-method as a powerful tool for interactive, personality-oriented student learning strategy aimed at developing their critical thinking, communication skills and interpersonal communication skills.</span></em></p> <p><em><span style="font-weight: 400;">The most powerful are cases that make it possible to obtain a number of reasonable estimates, which leads to variable, but equally plausible and proven conclusions. Also, an effective means of professional training in the system of continuous and open education is the use of case triggers, which are presented in the form of unresolved or provocative issues that require further searches and discussions. Particular attention is paid to developing cases specifically focused on the development of students' scientific skills (interrupted case).</span></em></p> <p><em><span style="font-weight: 400;">The results of using the case method, as one of the most promising interactive methods of organizing vocational training, to ensure the quality of education during distance learning using ICT tools on the example of professional training of future specialists in the field of special and clinical psychology are analyzed.</span></em></p> Valentyna Krotenko Hanna Afuzova Ganna Naydonova Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 35 46 10.14308/ite000778 KAHOOT! AS A TOOL TO GAMIFY LEARNING PROCESS AT MARITIME HIGHER EDUCATION http://ite.kspu.edu/index.php/ite/article/view/882 <p><em><span style="font-weight: 400;">The article is devoted to the use of Kahoot! as a game-based learning platform at a higher education institution. This paper has analyzed the influence of Kahoot! on learning outcomes of future maritime professionals. The process of the “Feedback” tool use in the educational process at a higher maritime education institution is described.&nbsp;</span></em></p> <p><em><span style="font-weight: 400;">The article reviews the scientific literature on gamification in learning, e.g., the study of other researchers and their approaches to using the tools such as Kahoot!. The paper emphasizes the fact of limited opportunities for the Kahoot! free use despite the company’s commercial interests.&nbsp;</span></em></p> <p><em><span style="font-weight: 400;">The paper describes the usage of Kahoot! as an interactive tool in both synchronous and asynchronous modes. The synchronous mode enables teachers to conduct quizzes in real time, and students to take part in them using their devices, which promotes active participation and healthy competition. In asynchronous mode, teachers can assign independent study tasks to students, who can perform them with Kahoot! at their own convenience, allowing for flexibility in learning.</span></em></p> <p><em><span style="font-weight: 400;">The study presents the results of an experiment conducted at Kherson State Maritime Academy, where Kahoot! has been used in teaching Maritime English and humanities. The data analysis has identified positive changes in the level of students' professional competence, which confirms the improvement of the learning material understanding.</span></em></p> <p><em><span style="font-weight: 400;">The research analyzed the role of Kahoot! in the organization of feedback between teacher and students during classes. Its specifics and features are determined precisely as a pedagogical toolkit for quickly conducting a section of students’ acquired knowledge during any form of education and various forms of educational classes. In general, the research and implementation of novel approaches in gamification and game-based learning give access to creating an effective learning environment.</span></em></p> <p><em><span style="font-weight: 400;">Further research prospects include the study of the use of other gamification tools and game-based learning at maritime higher education institutions (e.g., Mentimeter, Miro).</span></em></p> Olena Diahyleva Alona Leshchenko Alla Paziak Alona Yurzhenko Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 25 34 10.14308/ite000777 INTRODUCTION OF AN INDIVIDUAL EDUCATIONAL TRAJECTORY IN A HIGHER EDUCATION INSTITUTION THROUGH THE IMPLEMENTATION OF A CATALOG OF ELECTIVE DISCIPLINES http://ite.kspu.edu/index.php/ite/article/view/880 <p><em><span style="font-weight: 400;">Institutions of higher education are increasingly faced with the diversity of needs and expectations of students, which calls into question traditional educational curricula. In this context, there is a need to introduce new approaches that provide students with greater flexibility in learning and the opportunity to independently shape their educational path. One of these approaches is an individual educational trajectory, which allows students to actively participate in the formation of their individual learning paths, increasing their motivation and interest in the learning process. The urgency of introducing an individual educational trajectory in universities reflects the need to adapt the educational system to modern realities and individual needs of students. It is also a response to the challenge of ensuring flexibility, differentiation and personalization of training, which is becoming increasingly important in light of the rapidly changing labor market and the requirements for the competencies of future professionals. The article examines the possibility of introducing an individual educational trajectory for students of higher education institutions through the implementation of the “catalog of elective disciplines” module in the e-learning system, evaluation and planning of the educational process, determination of success criteria and support of students in the process of selection and advancement along an individual trajectory. The relevance of this issue is due to changes in the modern educational environment, which requires a more flexible approach to learning to take into account the individual needs and interests of students. An analysis of research related to the implementation of an individual educational trajectory and the implementation of the catalog of selective disciplines was carried out.</span></em></p> Oksana Buinytska Liliia Varchenko-Trotsenko Valeriia Smirnova Anastasiia Tiutiunnyk Bohdan Hrytseliak Yevhen Matasar Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 7 24 10.14308/ite000776 THE QUALITY OF DISTANCE EDUCATION WITH ICT: SIMULATION OF THE UKRAINIAN SCENARIO http://ite.kspu.edu/index.php/ite/article/view/874 <p><em><span style="font-weight: 400;">The article scientifically researches the theoretical, methodological, and analytical aspects of the quality of education in distance learning using ICT. </span></em><em><span style="font-weight: 400;">Attention was drawn to such aspects as the low level of awareness of ICT, the transition to mixed learning, the availability of distance courses on distance learning platforms in Ukraine, the unsatisfactory quality of distance courses. </span></em><em><span style="font-weight: 400;">The essence of distance learning is summarized, and the features of distance learning of students in the field of knowledge "Information Technologies" are given. The problems arising during distance learning in the knowledge "Information technologies" field have been identified. The quality of distance education and the role of ICT in providing it are described. A descriptive model of the quality of distance education using ICT in the field of knowledge "Information Technologies" is proposed. An expert study was conducted on the quality of education at the university on the example of the Lutsk National Technical University, the use of learning platforms, and types of ICT, a comparison was made with all-Ukrainian trends. </span></em><em><span style="font-weight: 400;">The results of the survey and their analysis are presented. </span></em><em><span style="font-weight: 400;">It is proposed to use mixed and distance (synchronous) forms of education. It has been established that the key component of quality distance education is the constant monitoring of processes and the development of NPPs, which are ready to convey explicit and implicit knowledge to students. This will be facilitated by a descriptive model of the quality of distance learning using ICT, which has three stages: description and characterization of the external environment, implementation of the model itself, and constant monitoring of goal achievement.</span></em></p> Oksana Polinkevych Olena Kuzmak Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-12-29 2023-12-29 56 52 67 10.14308/ite000775 АPPLICATION OF IMMERSIVE TECHNOLOGIES IN PROFESSIONAL TRAINING AND RE-TRAINING OF MILITARY SPECIALISTS http://ite.kspu.edu/index.php/ite/article/view/873 <p><span style="font-weight: 400;">The article presents the author's vision of the possibilities of using immersive technologies in the training and retraining of military specialists, formed during a systematic review of scientific sources, the study of modern educational technological trends, the analysis of successful practices in the use of such technologies in education, supported by own experience of working with students of a military education institution and the the author's research results author's study of the most relevant areas and areas of development of digital competences of military specialists. The study of educational issues takes into account the tasks defined by the Strategic Defense Bulletin of Ukraine, the orders of the Ministry of Defense of Ukraine, a number of laws of Ukraine regarding military security in Ukraine. Attention is drawn to the expediency of introducing immersive technologies into the military education system.</span></p> <p><span style="font-weight: 400;">As a result of the survey, a generalization of domestic and foreign experience in the formation of digital competence of military specialists is presented, as well as the attitude towards&nbsp; and needs for increasing the professional level of readiness to apply modern educational technological trends are investigated. A comparative analysis of the obtained results was carried out to determine the need of military specialists for additional knowledge and skills in the field of digital technologies, in particular mixed reality technologies.</span></p> <p><span style="font-weight: 400;">According to the author, the use of immersive technologies, that is, immersion in the digital world, can become the main tool in the formation of a modern ecosystem of military education, which should combine the intellectual, scientific, professional, educational, technological potential of the subjects of the educational environment, on the basis of openness, distribution and adaptability. and fundamentally change approaches to building the educational process in the military education system.</span></p> <p><strong>Keywords: </strong><span style="font-weight: 400;">Immersive technologies, digital competence, digital tools, the Armed Forces of Ukraine, military education, ICT, educational ecosystem.</span></p> Alla Prokopenko Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-06-30 2023-06-30 56 46 58 10.14308/ite000770 OVERVIEW OF VULNERABILITIES IN SMART CONTRACTS WRITTEN IN SOLIDITY http://ite.kspu.edu/index.php/ite/article/view/870 <p class="p1"><em>The increasing interest in blockchain and smart contract technologies has brought attention to the security challenges associated with these innovative solutions. Smart contracts, which are written in the Solidity programming language and executed on the Ethereum platform, offer new opportunities for automating legal and financial transactions. However, they also pose risks related to code and data security.</em></p> <p class="p1"><em>The article discusses the fundamental principles of smart contracts, with a focus on the Solidity language and the vulnerabilities that commonly arise during development. The authors provide a concise overview of academic research on smart-contract security, highlighting the significance of each paper. This review provides readers with an understanding of the current state of research in smart contract cybersecurity and emphasizes the importance of enhancing the security of blockchain technologies.</em></p> <p class="p1"><em>Given the increasing complexity and expanding applications of blockchain technologies, studying smart contract vulnerabilities is crucial. This study highlights the significance of conducting a systematic analysis of cyberattacks, including a detailed examination of each type and incident of attack. This approach can prevent potential vulnerabilities and effectively minimize the risks of attacks. Such an approach is crucial to ensure the further development and popularization of blockchain technology.</em></p> <p class="p1"><em>The paper provides examples that illustrate real-life cases of smart contract vulnerabilities and discusses the consequences of such vulnerabilities. Analyzing these examples provides insight into the importance of careful code development and auditing, as well as the significance of ongoing cybersecurity education and training for developers. Recommendations for future research are provided and vectors for future work are outlined.</em></p> <p class="p1"><em>This paper may interest individuals involved in smart contract development, blockchain and cybersecurity research, and those interested in blockchain technology.</em></p> Viktor Rud Copyright (c) 2024 Viktor Rud https://creativecommons.org/licenses/by-nc-sa/4.0 2024-12-02 2024-12-02 56 10.14308/ite000787 MODERN METHODS, MODELS AND SOFTWARE TOOLS FOR IMPLEMENTATION AND OPTIMIZATION OF IOT SYSTEMS (INTERNET OF THINGS) http://ite.kspu.edu/index.php/ite/article/view/869 <p><em>This article presents an analysis of modern methods, models, and tools used to create and optimize Internet of Things (IoT) systems. It examines in detail the variety of approaches and software solutions, reflecting the dynamic growth in the field of automation, which is being actively developed by both leading international IT companies such as Google, Apple and Xiaomi, and domestic firms, in particular AJAX, which are gaining popularity in the market. The article highlights the importance of IoT in various aspects of modern life, including energy efficiency, security, and business process optimization. The author focuses on the continuous development of technologies that open up new opportunities for users and improve their quality of life. The author also considers the integration of IoT into various fields of activity, which can lead to a significant positive impact on society and the economy. In addition, the article provides an overview of the history of the Internet of Things, presenting the evolution and key milestones in this area. Modern communication technologies that are the basis for IoT devices are also considered. The author identifies the basic criteria that modern reliable systems must meet, analyzing them in terms of efficiency, scalability, and security.</em> <em>The article also contains an analysis of several popular off-the-shelf system solutions on the market. Each of them is characterized by characteristics, advantages, disadvantages, and unique features. This provides a deeper understanding of the variety of options available and helps in choosing the right system for their individual needs and budget. The article is a useful resource for those looking for updated and comprehensive information on modern IoT systems and their implementation.</em></p> Yevheniy Khomenko Copyright (c) 2024 Journal of Information Technologies in Education (ITE) 2024-02-09 2024-02-09 56 72 84 10.14308/ite000782 AN ALGEBRAIC APPROACH TO THE VERIFICATION OF SMART CONTRACTS IN TEAL http://ite.kspu.edu/index.php/ite/article/view/868 <p><em>Blockchain and smart contracts have transformed the modern world. They help ensure security and trust in transactions, revolutionize finance, logistics, healthcare, and many other industries. Smart contracts are based on software code, so they can contain errors that lead to incorrect execution of the contract. Since the area of use of smart contracts is often related to finance, the cost of such errors can be quite high. Also, errors in smart contracts that have already been sent to the network cannot be corrected due to the immutable nature of the blockchain. This problem can be solved through smart contract code analysis, which allows developers to check the correctness of their code and protect it from possible errors and vulnerabilities.</em></p> <p><em>This article proposes the use of insertional modeling to analyze smart contract code for the Algorand blockchain. This blockchain is one of the fastest, </em><em>low-cost, carbon-negative blockchains that has advanced smart contract capabilities with low transaction fees. The language used to create smart contracts in Algorand is called Transaction Execution Approval Language (TEAL).</em></p> <p><em>In this work, we review existing tools for TEAL code verification and describe the capabilities that each of them provides. Among these tools are Graviton, Tealer, Algo Builder/runtime. In this paper</em><em> we describe the features of the TEAL language, as well as give examples of writing a smart contract using it.</em></p> <p><em>We offer our method for verification created smart contract. It consists in using the algebraic approach, which is implemented in the scope of the insertion modeling system to verify the smart contract code. This approach will allow us to check the smart contract code for some state reachability and deadlocks.</em></p> Oleksandr Letychevskyi Volodymyr Peschanenko Maksym Poltoratskyi Olga Konnova Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-12-29 2023-12-29 56 37 51 10.14308/ite000774 DYNAMIC VISUALIZATION OF EDUCATIONAL MATERIAL USING THE TIMELINEJS MULTIMEDIA TOOL http://ite.kspu.edu/index.php/ite/article/view/866 <p><em>The article discusses the features of using the Timeline.JS multimedia tool for visualizing educational material. The influence of information and communication technologies on the education sector leads to the fact that the visual way of presenting information becomes more popular and in demand, as a result of which there is a need to look for interactive approaches to the effective transfer of knowledge, skills and experience to consumers of educational services.</em></p> <p><em>Attention is focused on the possibilities of using the timeline as a new tool for presenting different types of content. In the course of the study, the main areas of use of timelines were analyzed: in the media, in the field of art, and in education. Active software tools for creating timelines were identified, which include: Timeline.JS, Timetoast, Рreceden, TIKI-TOKI, Timeline Maker, BEEDOCSTimeline, and as an additional tool, they are used by Canva and Prezi as part of cloud services.</em></p> <p><em>It is noted that Timeline.JS is software, a ready-made information product, thanks to which interactive, multimedia content is presented. An attempt was made to research the timeline as a "product" for use in the following categories: "Historical and Social Sciences", "Literary Analysis", "Science and Technology", "Biographies and Personalities", "Geography", "Natural Sciences", "Culture" , "Social changes and reforms".</em></p> <p><em>The rules for developing an effective timeline that can be used by educators as part of work on dynamic visualization of educational material are proposed.</em></p> Tetiana Bondarenko Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-12-29 2023-12-29 56 7 14 10.14308/ite000771 ASSESSMENT OF THE EFFECTIVENESS OF THE INFORMATION AND DIGITAL ENVIRONMENT OF GENERAL SECONDARY EDUCATION INSTITUTIONS: THE GREAT BRITAIN EXPERIENCE http://ite.kspu.edu/index.php/ite/article/view/864 <p><em>The article is devoted to the system of assessment of the school's information and digital environment (IDE) on the example of the Great Britain experience. In order to maintain and develop a modern IDE, it is necessary to assess its state, which will help determine: the effectiveness of technology use; strengths and weaknesses of the school's digitalisation policy; further ways of its effective digitalisation. The article presents the Naace SRF (Self Review Framework) self-assessment tool, which has been created and used by Great Britain educators for over 20 years, as well as its structural elements, which were developed by various educational organisations (the Office for Standards in Education, Children's Services and Skills; education agencies; educational institutions; the Trust, etc.) The National Digital Strategies and the views of the education community were taken into account during development. Control questions are provided to help schools prepare in advance for the SRF self-assessment process. The author describes the assessment process carried out on the Naace online platform, which consists of four levels, presents general questions asked to school representatives covering the following areas: leadership and management; teaching and learning with technology; assessment of digital potential; protection of digital data; professional development; resources and technologies. The ease of use of the tool has been determined, given that the assessment data is stored in the system, so schools can independently monitor the development of digitalisation of their educational institution and formulate further digital plans. In addition, the System has developed the NaaceMark quality mark, which motivates schools to increase their level of technological development. An analysis of existing systems for assessing the effectiveness of the school's information and digital environment will help to create the own tool that will meet the requirements and needs of Ukrainian educators.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</em></p> Iryna Malytska Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-12-29 2023-12-29 56 15 26 10.14308/ite000772 THE USE OF CAD SYSTEM IN THE INNOVATIVE METHOD OF TEACHING GRAPHIC DISCIPLINES http://ite.kspu.edu/index.php/ite/article/view/863 <p><em>The experience of online engineering and computer graphics education at the Ivano-Frankivsk National Technical University of Oil and Gas for engineering majors is considered. The problems of achieving project-oriented learning competencies in online mode are analyzed. The use of CAD systems is considered to ensure the graphic competencies provided by the "Engineering and Computer Graphics" course program in the online conditions of the organization of the educational process. As an example, "Sketching" (the IKG course topic) -&nbsp; is considered, which is one of the most vulnerable to the achievement of graphic competencies in online learning. The result of this topic should be acquiring skills for creating a sketch from a part made of metal, gaining experience in measuring it, and determining the roughness of surfaces. This topic includes graphic works for sketching several details (cover, union nut, fitting, etc.). During off-line training in the classroom, each student is given a part made of metal, from which he determines all the parameters and attributes necessary for creating a sketch using the methods of measurement and visual inspection. The problems that arise during online training are not related to the creation of technical drawings but to the ability to obtain information from parts made of metal. The considered material gives reasons to assert that the development of CAD systems requires methodical material improvement to ensure students' acquisition of competencies related to their use. Also, the development of these systems makes it possible to use them not only as a subject of study by students but also to create methodological support for engineering graphics, which in turn expands the skills of their use by students.</em></p> Iryna Taras Vasyl Vytvytskyi Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-12-29 2023-12-29 56 27 36 10.14308/ite000773 THE APPLICATION OF IСT IN THE ASSESSMENT OF EDUCATIONAL ACHIEVEMENTS IN ENGLISH OF HIGHER EDUCATION STUDENTS http://ite.kspu.edu/index.php/ite/article/view/862 <p><span style="font-weight: 400;">The article analyzes the place and role of pedagogical assessment in the organization of the educational process in higher education institutions. It highlights that the objective results of assessment are an important component in the formation of a competence approach to the professional training of modern specialists. Generalized theoretical developments of domestic and foreign scientists on the given problem are considered, the analysis of which proves that pedagogical assessment has always ranked high in providing educational services. It is noted that although placement, diagnostic, progress, achievement, and proficiency tests have been the main forms of assessment in higher education institutions for quite some time, with the beginning of digitalization of educational system, objective conditions have led to implementation of pedagogical assessment using information and communication technologies. A global pandemic as well as the war in Ukraine urge the expansion of possibilities and improvement of the quality of pedagogical assessment of students’ learning outcomes using distance learning technologies. Therefore, the state and potential of educational assessment are analyzed; results of measuring learning outcomes using distance learning technologies in higher education institutions are investigated. It was found that there are adequate conditions for distance learning of students via various Language Management Systems LMS (Moodle, Brightspace, Docebo, Edmondo, Schoology) in Ukrainian institutions of higher education. At the same time, the survey taken by the educational process stakeholders confirmed the hypothesis that faculty and students are not quite ready to accept pedagogical assessment carried out through the medium of distance learning technologies which considerably complicates objective assessment and evaluation of learning outcomes in the absence of face-to-face communication. In order to meet the present day requirements, a set of measures is proposed regarding the preparation and conduct of pedagogical assessment of students’ learning outcomes using digital technologies.</span></p> Oksana Sovhar Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-07-17 2023-07-17 56 7 18 10.14308/ite000766 USING OF DIGITAL EDUCATIONAL ENVIRONMENT FOR TEACHING MARITIME ENGLISH TO FUTURE SHIP MECHANICS http://ite.kspu.edu/index.php/ite/article/view/861 <p>The article is devoted to the organization of the process of teaching General English to future ship – engineers as an important and compulsory part in the digital environment of maritime educational institutions. Such virtual environment is a combination of the usage of digital technologies and tools in teaching and learning that can improve the efficiency of the English language learning process. Since the digital environment is not limited to time or attached to a place, it is more flexible, more individualized and more mobile than traditional forms of education. An example of a digital environment is presented on the LMS Moodle. The advantages of using this platform are listed in the work. The research uses several methodological tools, namely: analysis, synthesis, comparison, abstraction and deduction. The Maritime English course is one of the first steps for cadets of the ship -engineering department on the way for building communicative competence. Today, the labor market requires a competent graduator who is able to perform his duties in the engine room. Qualified ship - engineers must have adequate knowledge of English language for a specific purpose, for communication in an international crew. A variety of e-course tools are used to make their communication clear and understandable. The article also provides examples of H5P tasks (advent calendars, audio recordings, flipping text cards, instant feedback dictation, drag-and-drop text tasks, word highlighting, etc.). The types of content that can be created in the H5P format are listed in the article. The study was conducted on the basis of the third course of the ship – engineering department of Kherson State Maritime Academy. The main goal of the experiment was the formation of communicative competence of future ship – engineers using the digital environment of a maritime educational institution. The results of the experiment confirmed the positive impact of using the digital environment on the communicative competence of future ship – engineers. As a result, it was established that an interactive approach to the organization the learning process is the most effective compared to other methods, the process of learning a foreign language and increases its effectiveness. Further research is also planned to be devoted to the use of the flipped classroom when teaching maritime English to future ship - engineers in modern maritime higher education institutions.</p> Olena Diahyleva Alona Yurzhenko Olena Kononova Copyright (c) 2023 Journal of Information Technologies in Education (ITE) 2023-07-17 2023-07-17 56 31 38 10.14308/ite000768