USE OF DIGITAL TOOLS, EFFECTIVE PRACTICES IN THE PROCESS OF FORMING MATHEMATICAL AND INFORMATION AND COMMUNICATION COMPETENCES OF STUDENTS

Saved in:
Bibliographic Details
Title: USE OF DIGITAL TOOLS, EFFECTIVE PRACTICES IN THE PROCESS OF FORMING MATHEMATICAL AND INFORMATION AND COMMUNICATION COMPETENCES OF STUDENTS
Source: Youth & market; No. 4/236 (2025); 17-21
Молодь і ринок; № 4/236 (2025); 17-21
Publisher Information: Дрогобицький державний педагогічний університет імені Івана Франка, 2025.
Publication Year: 2025
Subject Terms: digital technologies, mathematical competence, information and communication competence, digital tools, interactive learning, gamification, adaptive educational systems, online platform, mathematical simulators, virtual laboratories, digital literacy, critical thinking, personalized learning, цифрові технології, математична компетентність, інформаційно-комунікаційна компетентність, цифрові інструменти, інтерактивне навчання, гейміфікація, адаптивні освітні системи, онлайн-платформи, математичні симулятори, віртуальні лабораторії, цифрова грамотність, критичне мислення, персоналізоване навчання, цифрова безпека, освітні ресурси
Description: In the modern educational environment, digital technologies are an integral part of the educational process, facilitating the formation of key competences, including mathematical and information and communication. The use of digital tools not only expands the possibilities of traditional learning but also allows you to adapt the educational process to the individual needs of the child. The article considers the basic digital technologies used in the formation of mathematical and information and communication competences of students, including graphic calculators, mathematical simulators, online platforms for independent learning and software for solving mathematical problems. Particular attention is paid to the use of interactive teaching methods such as virtual laboratories, adaptive educational systems, interactive whiteboards and mobile applications that provide students with the opportunity to absorb material at their own pace and in various formats. Separate emphasis is on the influence of gamification on the educational process. The use of game technologies in learning helps to increase students’ motivation, involve them in active knowledge and consolidate acquired knowledge in the form of entertaining and interactive tasks. The most effective platforms that use gamification, such as Prodigy Math, Kahoot, Mathletics, which allow students to compete, receive rewards and develop skills through the game process, are analyzed. The article also considers the use of online platforms for joint training, cloud services, digital communication tools that contribute to the development of collaboration skills, teamwork, analysis and information in digital format. It is also noted that the active use of digital resources in learning increases the level of digital literacy and teaches students to critically evaluate the information that is necessary in the modern information society. In addition to the positive aspects, the article analyzes the potential challenges for the use of digital technologies in learning, including digital safety issues, the risk of reducing personal interaction between students and teachers, as well as the need to expand the methodological training of teachers for the effective use of technological resources in the educational process. The conclusions emphasize that digital technologies create new learning opportunities, improve their quality and efficiency, develop the necessary skills and prepare students for future professional activity in a digital society. However, the successful implementation of these technologies requires a comprehensive approach, which includes proper methodological support, training of teachers and ensuring equal access to digital resources.
У сучасному освітньому середовищі цифрові технології виступають невід’ємним елементом навчального процесу, сприяючи формуванню ключових компетентностей, зокрема математичної та інформаційно-комунікаційної. Автори висвітлили основні цифрові технології, що застосовуються у формуванні математичної та інформаційно-комунікаційної компетентностей учнів, серед яких графічні калькулятори, математичні симулятори, онлайн-платформи для самостійного навчання та програмне забезпечення для розв’язування математичних задач. У статті розкрито використання онлайн-платформ для спільного навчання, хмарних сервісів, цифрових комунікаційних інструментів, які сприяють розвитку навичок співпраці, роботи в команді, аналізу та представлення інформації у цифровому форматі.
Document Type: Article
File Description: application/pdf
Language: Ukrainian
ISSN: 2308-4634
2617-0825
Access URL: http://mir.dspu.edu.ua/article/view/329000
Rights: CC BY NC SA
Accession Number: edsair.scientific.p..78f5cfda751e4bc2b45a5eb61f7b1bc6
Database: OpenAIRE
FullText Text:
  Availability: 0
CustomLinks:
  – Url: https://explore.openaire.eu/search/publication?articleId=scientific_p%3A%3A78f5cfda751e4bc2b45a5eb61f7b1bc6
    Name: EDS - OpenAIRE (s4221598)
    Category: fullText
    Text: View record at OpenAIRE
  – Url: https://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=EBSCO&SrcAuth=EBSCO&DestApp=WOS&ServiceName=TransferToWoS&DestLinkType=GeneralSearchSummary&Func=Links&author=
    Name: ISI
    Category: fullText
    Text: Nájsť tento článok vo Web of Science
    Icon: https://imagesrvr.epnet.com/ls/20docs.gif
    MouseOverText: Nájsť tento článok vo Web of Science
Header DbId: edsair
DbLabel: OpenAIRE
An: edsair.scientific.p..78f5cfda751e4bc2b45a5eb61f7b1bc6
RelevancyScore: 982
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 982.49853515625
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: USE OF DIGITAL TOOLS, EFFECTIVE PRACTICES IN THE PROCESS OF FORMING MATHEMATICAL AND INFORMATION AND COMMUNICATION COMPETENCES OF STUDENTS
– Name: TitleSource
  Label: Source
  Group: Src
  Data: Youth & market; No. 4/236 (2025); 17-21<br />Молодь і ринок; № 4/236 (2025); 17-21
– Name: Publisher
  Label: Publisher Information
  Group: PubInfo
  Data: Дрогобицький державний педагогічний університет імені Івана Франка, 2025.
– Name: DatePubCY
  Label: Publication Year
  Group: Date
  Data: 2025
– Name: Subject
  Label: Subject Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22digital+technologies%22">digital technologies</searchLink><br /><searchLink fieldCode="DE" term="%22mathematical+competence%22">mathematical competence</searchLink><br /><searchLink fieldCode="DE" term="%22information+and+communication+competence%22">information and communication competence</searchLink><br /><searchLink fieldCode="DE" term="%22digital+tools%22">digital tools</searchLink><br /><searchLink fieldCode="DE" term="%22interactive+learning%22">interactive learning</searchLink><br /><searchLink fieldCode="DE" term="%22gamification%22">gamification</searchLink><br /><searchLink fieldCode="DE" term="%22adaptive+educational+systems%22">adaptive educational systems</searchLink><br /><searchLink fieldCode="DE" term="%22online+platform%22">online platform</searchLink><br /><searchLink fieldCode="DE" term="%22mathematical+simulators%22">mathematical simulators</searchLink><br /><searchLink fieldCode="DE" term="%22virtual+laboratories%22">virtual laboratories</searchLink><br /><searchLink fieldCode="DE" term="%22digital+literacy%22">digital literacy</searchLink><br /><searchLink fieldCode="DE" term="%22critical+thinking%22">critical thinking</searchLink><br /><searchLink fieldCode="DE" term="%22personalized+learning%22">personalized learning</searchLink><br /><searchLink fieldCode="DE" term="%22цифрові+технології%22">цифрові технології</searchLink><br /><searchLink fieldCode="DE" term="%22математична+компетентність%22">математична компетентність</searchLink><br /><searchLink fieldCode="DE" term="%22інформаційно-комунікаційна+компетентність%22">інформаційно-комунікаційна компетентність</searchLink><br /><searchLink fieldCode="DE" term="%22цифрові+інструменти%2C+інтерактивне+навчання%22">цифрові інструменти, інтерактивне навчання</searchLink><br /><searchLink fieldCode="DE" term="%22гейміфікація%22">гейміфікація</searchLink><br /><searchLink fieldCode="DE" term="%22адаптивні+освітні+системи%22">адаптивні освітні системи</searchLink><br /><searchLink fieldCode="DE" term="%22онлайн-платформи%22">онлайн-платформи</searchLink><br /><searchLink fieldCode="DE" term="%22математичні+симулятори%22">математичні симулятори</searchLink><br /><searchLink fieldCode="DE" term="%22віртуальні+лабораторії%22">віртуальні лабораторії</searchLink><br /><searchLink fieldCode="DE" term="%22цифрова+грамотність%22">цифрова грамотність</searchLink><br /><searchLink fieldCode="DE" term="%22критичне+мислення%22">критичне мислення</searchLink><br /><searchLink fieldCode="DE" term="%22персоналізоване+навчання%22">персоналізоване навчання</searchLink><br /><searchLink fieldCode="DE" term="%22цифрова+безпека%22">цифрова безпека</searchLink><br /><searchLink fieldCode="DE" term="%22освітні+ресурси%22">освітні ресурси</searchLink>
– Name: Abstract
  Label: Description
  Group: Ab
  Data: In the modern educational environment, digital technologies are an integral part of the educational process, facilitating the formation of key competences, including mathematical and information and communication. The use of digital tools not only expands the possibilities of traditional learning but also allows you to adapt the educational process to the individual needs of the child. The article considers the basic digital technologies used in the formation of mathematical and information and communication competences of students, including graphic calculators, mathematical simulators, online platforms for independent learning and software for solving mathematical problems. Particular attention is paid to the use of interactive teaching methods such as virtual laboratories, adaptive educational systems, interactive whiteboards and mobile applications that provide students with the opportunity to absorb material at their own pace and in various formats. Separate emphasis is on the influence of gamification on the educational process. The use of game technologies in learning helps to increase students’ motivation, involve them in active knowledge and consolidate acquired knowledge in the form of entertaining and interactive tasks. The most effective platforms that use gamification, such as Prodigy Math, Kahoot, Mathletics, which allow students to compete, receive rewards and develop skills through the game process, are analyzed. The article also considers the use of online platforms for joint training, cloud services, digital communication tools that contribute to the development of collaboration skills, teamwork, analysis and information in digital format. It is also noted that the active use of digital resources in learning increases the level of digital literacy and teaches students to critically evaluate the information that is necessary in the modern information society. In addition to the positive aspects, the article analyzes the potential challenges for the use of digital technologies in learning, including digital safety issues, the risk of reducing personal interaction between students and teachers, as well as the need to expand the methodological training of teachers for the effective use of technological resources in the educational process. The conclusions emphasize that digital technologies create new learning opportunities, improve their quality and efficiency, develop the necessary skills and prepare students for future professional activity in a digital society. However, the successful implementation of these technologies requires a comprehensive approach, which includes proper methodological support, training of teachers and ensuring equal access to digital resources.<br />У сучасному освітньому середовищі цифрові технології виступають невід’ємним елементом навчального процесу, сприяючи формуванню ключових компетентностей, зокрема математичної та інформаційно-комунікаційної. Автори висвітлили основні цифрові технології, що застосовуються у формуванні математичної та інформаційно-комунікаційної компетентностей учнів, серед яких графічні калькулятори, математичні симулятори, онлайн-платформи для самостійного навчання та програмне забезпечення для розв’язування математичних задач. У статті розкрито використання онлайн-платформ для спільного навчання, хмарних сервісів, цифрових комунікаційних інструментів, які сприяють розвитку навичок співпраці, роботи в команді, аналізу та представлення інформації у цифровому форматі.
– Name: TypeDocument
  Label: Document Type
  Group: TypDoc
  Data: Article
– Name: Format
  Label: File Description
  Group: SrcInfo
  Data: application/pdf
– Name: Language
  Label: Language
  Group: Lang
  Data: Ukrainian
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 2308-4634<br />2617-0825
– Name: URL
  Label: Access URL
  Group: URL
  Data: <link linkTarget="URL" linkTerm="http://mir.dspu.edu.ua/article/view/329000" linkWindow="_blank">http://mir.dspu.edu.ua/article/view/329000</link>
– Name: Copyright
  Label: Rights
  Group: Cpyrght
  Data: CC BY NC SA
– Name: AN
  Label: Accession Number
  Group: ID
  Data: edsair.scientific.p..78f5cfda751e4bc2b45a5eb61f7b1bc6
PLink https://erproxy.cvtisr.sk/sfx/access?url=https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=edsair&AN=edsair.scientific.p..78f5cfda751e4bc2b45a5eb61f7b1bc6
RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: Ukrainian
    Subjects:
      – SubjectFull: digital technologies
        Type: general
      – SubjectFull: mathematical competence
        Type: general
      – SubjectFull: information and communication competence
        Type: general
      – SubjectFull: digital tools
        Type: general
      – SubjectFull: interactive learning
        Type: general
      – SubjectFull: gamification
        Type: general
      – SubjectFull: adaptive educational systems
        Type: general
      – SubjectFull: online platform
        Type: general
      – SubjectFull: mathematical simulators
        Type: general
      – SubjectFull: virtual laboratories
        Type: general
      – SubjectFull: digital literacy
        Type: general
      – SubjectFull: critical thinking
        Type: general
      – SubjectFull: personalized learning
        Type: general
      – SubjectFull: цифрові технології
        Type: general
      – SubjectFull: математична компетентність
        Type: general
      – SubjectFull: інформаційно-комунікаційна компетентність
        Type: general
      – SubjectFull: цифрові інструменти, інтерактивне навчання
        Type: general
      – SubjectFull: гейміфікація
        Type: general
      – SubjectFull: адаптивні освітні системи
        Type: general
      – SubjectFull: онлайн-платформи
        Type: general
      – SubjectFull: математичні симулятори
        Type: general
      – SubjectFull: віртуальні лабораторії
        Type: general
      – SubjectFull: цифрова грамотність
        Type: general
      – SubjectFull: критичне мислення
        Type: general
      – SubjectFull: персоналізоване навчання
        Type: general
      – SubjectFull: цифрова безпека
        Type: general
      – SubjectFull: освітні ресурси
        Type: general
    Titles:
      – TitleFull: USE OF DIGITAL TOOLS, EFFECTIVE PRACTICES IN THE PROCESS OF FORMING MATHEMATICAL AND INFORMATION AND COMMUNICATION COMPETENCES OF STUDENTS
        Type: main
  BibRelationships:
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 13
              M: 05
              Type: published
              Y: 2025
          Identifiers:
            – Type: issn-print
              Value: 23084634
            – Type: issn-print
              Value: 26170825
            – Type: issn-locals
              Value: edsair
            – Type: issn-locals
              Value: edsairFT
          Titles:
            – TitleFull: Youth & market
              Type: main
ResultId 1