
Information and Communication Technologies in the Teaching of Disciplines of Professional Cycle
Author(s) -
Vaganova O. I.*
Publication year - 2019
Publication title -
international journal of innovative technology and exploring engineering
Language(s) - English
Resource type - Journals
ISSN - 2278-3075
DOI - 10.35940/ijitee.l3601.1081219
Subject(s) - graphics , information technology , process (computing) , modernization theory , computer science , information and communications technology , technology education , quality (philosophy) , multimedia , engineering ethics , mathematics education , engineering , psychology , world wide web , political science , philosophy , computer graphics (images) , epistemology , law , operating system
Today, information technology is being introduced into almost all components of human life and it is already difficult to imagine our society without IT innovations. Including the education system, which is currently modernized and equipped with new forms of training using information technology. This allows us to achieve new results in education in the form of increasing students' desire for cognitive activity and raising the general level of education of the population due to the rapidly growing quality of education. Since the introduction and active use of information technology in education, its effectiveness has also been increasing in parallel. The advantage of information technology is also that different technologies can be used depending on the particular discipline taught or depending on the topic, material that needs to be presented to students. To increase interest and master new material of the proposed audience by the teacher. This article analyzes the use of IT technology in the Engineering Graphics training course. Optimization of engineering graphics training consists in its modernization with the selection of new teaching methods, tools and techniques, use in the learning process, to increase efficiency, innovative technologies that contribute to the formation of students' creative way of thinking, as well as graphic culture.