UDC 37-042.4:004
https://doi.org/10.20339/AM.10-20.071
A.V. Shymchenko is Senior lecturer e-mail: shimchenko_av@spbstu.ru; and E.O. Kasyanenko is Assistant e-mail: kasyanenko_eo@spbstu.ru . Both at Advanced Manufacturing Technologies of Peter the Great St. Petersburg Polytechnic University
Researched is the problem, connected with the fact, that due to the growing interest in attracting the model of electronic distance education, it is relevant to assess the capabilities of digital tools and electronic educational platforms in the training of highly qualified specialists. Consideration of systems and platforms of electronic distance education that are in demand within the framework of the implementation of higher education programs allows us to come to the conclusion about the active use of video, audio, text and graphic methods of presenting educational information. At the same time, the results of the completed review and analysis of the requirements for a number of higher education areas demonstrate the need to form students' applied skills of physical labor. However, the absence of a kinesthetic way of perceiving information does not allow to properly consider existing solutions in the field of distance education as an effective alternative to the traditional “face-to-face” interaction between a student and a teacher in the framework of laboratory and practical training sessions. The obtained conclusion reflects the presence of a significant limitation for the preparation of a number of specialties exclusively through e-distance learning tools. Overcoming this limitation is possible by attracting new solutions based on modern digital technologies, such as virtual reality (VR), cloud computing and new generation telecommunications technologies. The potentialities of such solutions were compared with the capabilities of virtual simulators and laboratories used today. On the other hand, possible solutions were assessed from the standpoint of existing risks and limitations associated primarily with overestimated expectations for the effectiveness of these technologies.
Key words: e-Learning, digital educational resources, digital educational environment, Learning management system (LMS), MOOC, virtual reality technology (VR), cloud gaming.
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