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Статья опубликована в рамках: CII Международной научно-практической конференции «Современная психология и педагогика: проблемы и решения» (Россия, г. Новосибирск, 19 января 2026 г.)

Наука: Педагогика

Секция: Инновационные процессы в образовании

Скачать книгу(-и): Сборник статей конференции

Библиографическое описание:
Nazarova G.M. NEW PARADIGMS OF EDUCATION IN THE ERA OF DIGITALIZATION // Современная психология и педагогика: проблемы и решения: сб. ст. по матер. CII междунар. науч.-практ. конф. № 1(99). – Новосибирск: СибАК, 2026. – С. 127-131.
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NEW PARADIGMS OF EDUCATION IN THE ERA OF DIGITALIZATION

Nazarova Gunay Muslum gizi

Deputy Director for Educational Affairs of Baku City G. Abbasov Secondary School No. 284.

Republic of Azerbaijan, Baku

НОВЫЕ ПАРАДИГМЫ ОБРАЗОВАНИЯ В ЭПОХУ ЦИФРОВИЗАЦИИ

 

Назарова Гюнай Муслум гизи

заместитель директора по образовательным вопросам города Баку, Средняя общеобразовательная школа № 284 им. Г. Аббасова,

Азербайджанская Республика, г. Баку

 

ABSTRACT

The article is devoted to the new paradigm of education in the digital era; a new educational model is proposed in the era of economic transformation. It is noted that in the context of digital transformation, the traditional educational paradigm is not static and changes in response to innovative trends. Therefore, the article examines educational technologies separately.

АННОТАЦИЯ

Статья посвящена новой парадигме образования в цифровую эпоху; предлагается новая образовательная модель в эпоху экономических преобразований. Отмечается, что в контексте цифровой трансформации традиционная образовательная парадигма не статична и меняется в зависимости от инновационных тенденций. В этой связи в статье образовательные технологии рассматриваются отдельно.

 

Keywords: education, digital education, educational technologies, artificial intelligence, cloud technologies

Ключевые слова: образование, цифровое образование, образовательные технологии, искусственный интеллект, облачные технологии.

 

In recent decades, the field of education has expanded significantly and acquired new dimensions, which has led to an unprecedented increase in the number of participants in the educational process. The education system has become the main driving force and has given impetus to the formation of a new environment in which the knowledge, skills and values ​​​​of each individual are actively transformed. Modern people have the opportunity and duty to receive lifelong education not only to satisfy their innate interests, but also to successfully cope with the changing situations created by the global and technological society. In this regard, the word "learner" is now applied to everyone at any stage of life, whether in childhood, adolescence, adulthood or old age, in connection with the various social, professional and purely personal activities they are engaged in.

Although the initial impact of technology on education and labor markets was mainly focused on the creation of an online environment, technologies such as alternative learning platforms, virtual reality and distributed ledger technologies have caused and enabled fundamental changes in the processes of building the functioning of the educational paradigm.

The pace of change and new demands on learning outcomes have led to a transformation of the functions of traditional educational institutions and the emergence of new types of educational service providers that can train qualified specialists in a limited period of time.

Understanding the underlying reasons for the proliferation of digital credentials, microlearning, and competency-based hiring is an important step in understanding why they are important to learners, employers, educators, and governments.

In the context of digital transformation, the traditional paradigm of education is not static and is subject to change based on innovative trends. Consequently, educational technologies should be defined as innovative tools in education. Educational technologies are a classification of technologies used to promote education and access to it. They can include hardware, software, and other related elements used by teachers and students during the learning process.

Educational technology brings together services to integrate online and offline education. New technologies enable talent identification, flexible personalized learning, objective performance testing, and transparent storage of diploma data.

Educational technology refers to the practice of using technology to support learning and ensure the effective day-to-day management of educational institutions. It includes hardware, software, digital resources and services (such as management information systems) that support teaching, meet specific needs and support the daily operations of educational institutions. Educational technology encompasses digital technologies such as artificial intelligence, cloud computing, virtual and augmented reality, big data and analytics.

Artificial intelligence is used to select and screen candidates for training within educational quotas in the recruitment of talent. In the education sector, solutions based on artificial intelligence and machine learning also provide attendance tracking and performance monitoring. Artificial intelligence has many advantages. As a classroom tool, artificial intelligence can provide personalized learning experiences for students, automate repetitive tasks and provide instant feedback.

Other areas of educational technology use natural language processing and artificial intelligence to provide personalized content curation, adaptive learning and intelligent observers.

Cloud computing platforms, data warehouses, and software are cloud technologies that offer new ways to store, integrate, and aggregate education and skills data. Cloud data and services are considered “distributed” or “decentralized” technologies because they can be accessed from multiple devices and dynamically linked.

Thanks to the important data and information collected through platforms and stored in warehouses, education and labor market outcomes can be measured and evaluated semi-automatically in real time. However, in today’s reality, cybersecurity remains a pressing issue.

Virtual reality and augmented reality allow users to immerse themselves in simulated environments. This technology focuses on movement and presence, as the user can experience new situations, places, and cultures with minimal input. One of the main areas where virtual and augmented reality are used is the organization of educational activities through games, i.e. gamification. Gamification combines traditional teaching methods with game mechanics and allows teachers to make the curriculum more interactive and engaging. In contrast, serious games follow a typical game structure and encourage students to focus on specific objects and goals through the simulation of real-life situations. Game-based learning has a positive effect on students' competitiveness and increases their motivation. Some areas, such as social games, provide a collaborative ecosystem for teachers and students and improve their social skills.

New technologies offer a wider range of learning options and skills acquisition: many new educational technologies make education more flexible and accessible from a distance than the traditional academic schedule. For example, what was once a semester-long course can be divided into "component" modules that students can complete at their own pace.

Not only the educational institution, but also the individual developer should be considered an integrated provider. The educational process chain is built on the following processes: development of the educational trajectory, integration of training, specialization, certification and obtaining digital badges.

Badges are a type of digital credential. When students successfully complete online training or exams, they receive a badge that provides a visual representation that they can use to convey their qualifications to employers. Digital badges are usually offered through online learning platforms and traditional academic institutions.

The main purpose of using technologies in education is to create an educational product. The process of creating an educational product, which should be divided into five complementary blocks of using these technologies, can be illustrated as follows:

1. Educational segment;

2. Product groups;

3. Target audience;

4. Product format;

5. Monetization model.

The creation of an educational product based on the above can be carried out to achieve the main goal of education in the era of digital transformation - ensuring lifelong learning.

Thus, the dynamic technological environment is transforming society and positioning individuals as the most important factor in achieving sustainable social and economic development. The basis for this is the emergence of a new learning paradigm based on educational technologies, which means a revolution in thinking, skills and the education system itself. In this context, there is a need to create educational products that allow teachers and students to achieve the principle of sustainability in education.

 

Literature:

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  3. Law of the Republic of Azerbaijan "On Education" (2009). Baku, "Baku Printing House" 2012 64 p.
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