No. 23 (2019)
Articles

ELECTRONIC MATHEMATICAL MANUAL

Daryna Vasylieva
Bio

Published 2019-12-30

Keywords

  • electronic educational resources,
  • an electronic manual,
  • electronic textbook,
  • teaching mathematics,
  • interactivity,
  • GIOS
  • ...More
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How to Cite

Vasylieva Д. (2019). ELECTRONIC MATHEMATICAL MANUAL. Problems of the Modern Textbook, (23), 23. https://doi.org/10.32405/2411-1309-2019-23-23

Abstract

The issue of creating and using e-learning tools, including e-manual and е-textbooks, is discussed in the article. The analysis of normative documents of the researched problem was carried out. The source base (Ukrainian and foreign) is considered. An explanation of the concepts of the e-manual and e-textbook are described, as well as their specificities. Content, structure and methodological content of the Global Innovation Online School Maths. Grades 5 - 9 are considered. It has been shown that GIOS is a modern mathematics teaching service that can be used collectively and individually, at school and outside of schools, at any convenient time for the user. The е-manual “Mathematics, 5-9” corresponds to the curriculum, has a branched structure (each course consists of topics, each topic consists of lessons). Interactive video, support scheme, solved typical exercises, test tasks, compliance tasks, error-finding tasks, ordering tasks, response-typing tasks and application tasks are offered for each lesson. The task system in the manual provides differentiated and competence-based approaches to learning. The tasks are varied both in content, types, form of presentation, as well as in complexity and difficulty. The opportunity to provide feedback between the user and the system is provided in the course of the teaching with this e-manual. The video is interrupted by questions to the student, which promotes conscious perception of the material. When solving the proposed tasks and exercises, the student sees the result of the specific task and the overall results of studying the topic. The elements of gamification implemented in the manual catch the attention of the students and keep them motivated from the beginning to the end of each lesson. The proposed assignments, video lectures, and schemes model all types of student learning activities at school and during different tests, and therefore should be used at different stages of study for different purposes.

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