• Title/Summary/Keyword: Pedagogical Philosophy

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Value Complexity of Virtual Communities and Information Security in the Postmodern World: Semantic Focus and Language Innovations

  • Khrypko, Svitlana;ALEKSANDROVA, Olena;Stoliarchuk, lesia;Ishchuk, Olena;OBLOVA, Liudmyla;Pavlovska, Olena;Andrii, Bezuhlyi
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.712-718
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    • 2021
  • Virtual communities are studied to analyze their characteristic features, types, and tole to modern society. The article is aimed at creating a classification of virtual communities according to specific characteristics, which can be used to model the interaction, and necessity of components that are important for the community. The classification of virtual communities will contribute to their better performance and satisfy the users' needs in information. The study reveals the value structure of virtual communities, educational and communicative influence, and the possible threats these communities may bring to society and security.

Videogames in Cybersecurity: Philosophical and Psychological Review of Possible Impact

  • Bogdan, Levyk;Maletska, Mariia;Khrypko, Svitlana;Leonid, Kryvyzyuk;Olga, Dobrodum;Pasko, Katerina
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.249-256
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    • 2021
  • An issue of security and threat is urgent as well as it concerns everyone: a person, community, state, etc. Today, the question of cybersecurity has become especially relevant due to general digitalization and the spread of the cyberculture. In terms of it, the growing popularity of videogames can be observed. Their impact on society differs significantly, therefore, it needs thorough consideration. The purpose of the article is to disclose the role of videogames in cybersecurity. To achieve the stated purpose, such methods as analysis, synthesis, systematization and practical involvement of videogames have been used. As a result, three levels of possible threat of videogames has been distinguished: videogames as a possibly dangerous software, as a tool of propaganda and spread of stereotypes, as a space for the creation of virtual communities. In conclusion, it is stated that videogames can be not only a threat, but also a tool for strengthening the cybersecurity.

Theoretical Aspects Of The Organizational And Pedagogical Conditions Of Creative Self-Development Of Distance Learning Students

  • Sydorovska, Ievgeniia;Vakulenko, Olesia;Dniprenko, Vadim;Gutnyk, Iryna;Kobyzhcha, Nataliia;Ivanova, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.231-236
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    • 2021
  • The purpose and hypothesis of the article was the need to solve the following research tasks: Analysis of psychological and pedagogical literature on the research problem. To identify and experimentally test the effectiveness of organizational and pedagogical conditions affecting the creative self-development of a distance learning student. Research methods: analysis of philosophical and psychological-pedagogical literature on the problem under study; pedagogical experiment; modeling, questioning, testing, analysis of the products of students' creative activity (essays, creative works, creative projects) and the implementation of educational tasks, conversations, observations.

Cybercrime as a Discourse of Interpretations: the Semantics of Speech Silence vs Psychological Motivation for Actual Trouble

  • Matveev, Vitaliy;Eduardivna, Nykytchenko Olena;Stefanova, Nataliia;Khrypko, Svitlana;Ishchuk, Alla;PASKO, Katerina
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.203-211
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    • 2021
  • The article studies the discourse and a legal uncertainty of the popular and generally understandable concept of cybercrime. The authors reveal the doctrinal approaches to the definition of cybercrime, cyberspace, computer crime. The analysis of international legal acts and legislation of Ukraine in fighting cybercrime is carried out. The conclusion is made about the need to improve national legislation and establish international cooperation to develop the tools for countering cybercrime and minimizing its negative outcomes. The phenomenon of nicknames is studied as a semantic source, which potentially generates a number of threats and troubles - the crisis of traditional anthroponymic culture, identity crisis, hidden sociality, and indefinite institutionalization, incognito style, a range of manifestations of loneliness - from voluntary solitude to traumatic isolation and forced detachment. The core idea is that it is the phenomenon of incognito and hidden name (nickname and other alternatives) that is the motivational stimulus for the fact of information trouble or crime.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

Information Technologies In Teaching: The Basis Of Students' Knowledge

  • Morska, Nataliia;Fedorenko, Olena;Davydova, Olha;Andreev, Vitaly;Bohatyryova, Galina;Shcherbakova, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.44-53
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    • 2021
  • The paper proposes to consider information technologies and their application in the educational process as a preparation of presentation material for students of higher educational institutions. The definition and place of information technologies in the educational space are considered. The object of research of this work is the pedagogical technology of presentation of educational information, which substantiates the pedagogical technology of visualization of educational information in higher education, as well as determine its composition and structure. The practical side of pedagogical technology of educational information presentation is considered.

Formation Of Digital Culture Of Scientific And Pedagogical Workers In The Conditions Of General Digitalization Of Education

  • Kononenko, Andrii;Smyrnova, Iryna;Rybalko, Petro;Obraz, Vasyl;Balakhovska, Yuliia;Prepotenska, Maryna
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.189-192
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    • 2021
  • The article theoretically substantiated, developed and practically implemented a structural and functional model of the formation of ICT competence, taking into account interdisciplinary integration, defines the pedagogical conditions that contribute to the formation of ICT competence: interdisciplinary integration as a basis for building an interdisciplinary course, the content of which is aimed at the formation of ICT competence; the use of IEE, including information, didactic, technological components as a basis for the formation of ICT competence; integration of formal, non-formal and informal education for the implementation the integrity of the acquired knowledge, skills, experience as the basis for the formation of the ICT competence of teachers; creation and use of a set of tasks (educational (UZ), educational and methodological (UMP), educational and professional (UPZ)) as special tools for the formation of ICT competence.

Digitalization and Diversification of Modern Educational Space (Ukrainian case)

  • Oksana, Bohomaz;Inna, Koreneva;Valentyn, Lihus;Yanina, Kambalova;Shevchuk, Victoria;Hanna, Tolchieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.11-18
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    • 2022
  • Linking Ukraine's education system with the trends of global digitalization is mandatory to ensure the sustainable, long-term development of the country, as well as to increase the sustainability of the education system and the economy as a whole during the crisis period. Now the main problems of the education system in Ukraine are manifested in a complex context caused by Russian armed aggression. In the context of war, problems include differences in adaptation to online learning among educational institutions, limited access to education for vulnerable groups in the zone of active hostilities, the lack of digital educational resources suitable for online learning, and the lack of basic digital skills and competencies among students and teachers necessary to properly conduct online classes. Some of the problems of online learning were solved in the pandemic, but in the context of war Ukrainian society needs a new vision of education and continuous efforts of all social structures in the public and private environment. In the context of war, concerted action is needed to keep education on track and restore it in active zones, adapting to the needs of a dynamic society and an increasingly digitized economy. Among the urgent needs of the education system are a change in the teaching-learning paradigm, which is based on content presentation, memorization, and reproduction, and the adoption of a new, hybrid educational model that will encourage the development of necessary skills and abilities for students and learners in a digitized society and enable citizens close to war zones to learn.

A Study on the Concept of Learning Environment According to the Philosophy of Child-Centered Education in Europe in the Early 20th Century (20세기 초 유럽의 아동중심 교육철학에 따른 학습환경 개념에 대한 고찰)

  • Rieu, Ho-Seoup
    • Journal of the Korean Institute of Educational Facilities
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    • v.24 no.1
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    • pp.11-22
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    • 2017
  • The main purpose of this research is to consider educational environment, concept, and spatial organization and its characteristic based on the early 20th century European child-centered educational philosophy. For this process, the study of the following have been done : 1) Literature review, which includes educational ideology, perspective of child development of Maria Montessori, Rudolf Steiner, Peter Peterson, and Celestin Freinet. 2) Comparisons of spatial organization and classrooms of schools operated with the educational philosophy of mentioned philosophers from above. These schools have classrooms(or multi-purpose space near classroom) contained self-directed individual learning space, group and collaborative learning space, and training space of practical life. These configuration of learning space intended 1) learning based on individual child's interest, experience 2) developing of responsibility based on freedom 3) sociality and community spirit of children.