Article
Моделирование компетенции в технологиях цифрового образования Ч.1.
The article presents the guidelines of the competency modeling methodology invariant to subject domain, type of activities and psycho-pedagogical platform. The core of this methodology is systematics of the expandable metamodels adaptable to application conditions by profiling mechanism. The methodology is aimed at creating conditions for interoperability of systems and services that make up a digital education, dealing with competency description due to possibility of flexible selection of such interaction level, good information structuring and formalization, selection of competency description units repeatedly used in various contexts, as well as ontological approach. One more purpose of the methodology is preparation of grounds for realization of smart features of digital education technologies: adaptation, inferring, self-learning, anticipation.
In this paper authors wish to present an approach to information modeling and software design suitable for developing evolvable semantic applications in the domain of research team formation. The novel proposals include specialization of generic paradigm of ontological engineering, specific types of machine-readable RDF ontologies and application of temporal look at information relevant for team formation. In order to validate theoretical approach a software prototype of the evolvable web-based semantic platform InfoPort was developed.
It turns out, however, that in spite of one basic difference there runs between these two systems a deep and striking parallelism. This parallelism is so close indeed that it makes possible the construction of a vocabulary which would transform characteristic propositions of Wittgenstein's ontology into Aristotelian ones, and conversely. To show in some detail the workings of that transformation will be the subject of this paper.
It is difficult to imagine an enterprise, company, firm, an education organizations or organizations of health which does not deal with information systems. The openness and flexibility of the information systems provide a flexible and effective management. So it is necessary to adapt information system to new conditions being changed and to team up with other systems, with simulation system, for example. So it is possible change business processes, to execute their reengineering and to anticipate the conse-quences of any event and to take into account the different risks.
We describe a novel method for the analysis of research activities of an organization by mapping that to a taxonomy tree of the field. The method constructs fuzzy membership profiles of the organizationmembers or teams in terms of the taxonomy’s leaves (research topics), and then it generalizes them in two steps. These steps are: (i) fuzzy clustering research topics according to their thematic similarities in the department, ignoring the topology of the taxonomy, and (ii) optimally lifting clusters mapped to the taxonomy tree to higher ranked categories by ignoring “small” discrepancies. We illustrate the method by applying it to data collected by using an in-house e-survey tool from a university department and from a university research center. The method can be considered for knowledge generalization over any taxonomy tree.
Збірка наукових праць
The article considers the conceptual approach of creating a set of development tools for active learning methods in a form of competency-based business-game studio. Competence-based business game is an information system, which aims to give a certain level of professional competence while implementing scenarios that are determined by business-process models of the domain. The structure of the gaming studio, suggests a set-theoretic representation of business-game design process. Business game can be represented as a cybernetic system with feedback, which contains both the object of management and the management system. The game is implemented as control and operating machines accordingly. For the construction of the operational machine it is proposed to use a knowledge model in the form of ontology. To represent the automate model it is proposed to use a model of managing business processes of an enterprise. A block diagram of the business-game design process is provided.
In this work the problem of learning and development of creativity with a view to the position of reflexive psychology, akmeology and pedagogics in the context of the human capital analysis in the conditions of modern society globalization is raised. The theme is urgent from the practical point of view in demand of a creative personality under conditions of the economic crisis and at the same time it is actual, because it interprets creativity in a new way according to interdisciplinary approach. The author emphasizes that a reflexively-creative potential is considered to be the backbone factor of professional and innovative activity in modern social space. On basis of philosophical foundations' analysis of psychology of creativity we theoretically build the conceptual model of reflexive creativity and we also examine the precedents of its psychology-pedagogical development in the secondary and high education (in case of reflexive-psycological support).
Students' internet usage attracts the attention of many researchers in different countries. Differences in internet penetration in diverse countries lead us to ask about the interaction of medium and culture in this process. In this paper we present an analysis based on a sample of 825 students from 18 Russian universities and discuss findings on particularities of students' ICT usage. On the background of the findings of the study, based on data collected in 2008-2009 year during a project "A сross-cultural study of the new learning culture formation in Germany and Russia", we discuss the problem of plagiarism in Russia, the availability of ICT features in Russian universities and an evaluation of the attractiveness of different categories of ICT usage and gender specifics in the use of ICT.
The paper examines the structure, governance, and balance sheets of state-controlled banks in Russia, which accounted for over 55 percent of the total assets in the country's banking system in early 2012. The author offers a credible estimate of the size of the country's state banking sector by including banks that are indirectly owned by public organizations. Contrary to some predictions based on the theoretical literature on economic transition, he explains the relatively high profitability and efficiency of Russian state-controlled banks by pointing to their competitive position in such functions as acquisition and disposal of assets on behalf of the government. Also suggested in the paper is a different way of looking at market concentration in Russia (by consolidating the market shares of core state-controlled banks), which produces a picture of a more concentrated market than officially reported. Lastly, one of the author's interesting conclusions is that China provides a better benchmark than the formerly centrally planned economies of Central and Eastern Europe by which to assess the viability of state ownership of banks in Russia and to evaluate the country's banking sector.