The Role of Digital Technologies in Increasing the Students’
Involvement in the Educational Process
OKSANA KARABIN1, VIKTORIIA BIELOVA2, TETIANA HLADUN3, LESIA MAKARENKO4,
ANDRII BOZHKOV5
1Department of Informatics and Methods of its Teaching, Faculty of Physics and Mathematics,
Volodymyr Hnatiuk National Pedagogical University of Ternopil,
2, Maxyma Kryvonosa Str., 46027, Ternopil,
UKRAINE
2Department of Modern European Languages, Faculty of International Trade and Law,
State University of Trade and Economics,
19, Kioto Str., 02156, Kyiv,
UKRAINE
3Department of General and Medical Psychology,
Bogomolets National Medical University,
13, T. Shevchenko Blvd., 01601, Kyiv,
UKRAINE
4Department of Information Systems and Technologies,
Dragomanov Ukrainian State University,
9, Pyrohova Str., 01601, Kyiv,
UKRAINE
5Interregional Academy of Personnel Management
2, Frometivska Str., 03039, Kyiv
UKRAINE
Abstract: - The level of students’ professional education can be increased through motivation. This study aims
to determine the role of digital technologies in increasing students’ involvement in the educational process. The
aim of the work was achieved by conducting a pedagogical experiment before and after training, a general
theoretical method of observation, and a sociological survey. The efficiency ratio, the comparison coefficient,
and the standard deviation coefficient were also calculated. The results showed that the highest level of
motivation was achieved due to the perception of the general learning process (29%), and the development of
creative skills (25%). It was established that digital technologies had a greater influence on knowledge of laws
and methods of practical application of theoretical information (0.96). High results are associated with a variety
of interactive technologies that were used during training. It was found that motivation in training influenced
the in-depth study of the topic (1.6), and the search for new digital technologies for training (1.2). The use of
non-standard approaches in education (1.5), structuring of material when doing homework (1.1), and
participation in university knowledge contests (1.8) also had an impact. The academic novelty of the work
consists in increasing the interest of future teachers in the educational process due to the combination of various
digital technologies, which are aimed at the development of theoretical and practical skills, as well as creative
thinking. The practical significance is the creation of new learning mechanisms (development of creative
thinking using Emaze, and Storyjumper applications) for the development of student motivation using digital
technologies. The prospects for further research may be related to the comparison of the achieved level of
motivation among students and schoolchildren because of using the developed approaches to learning.
Key-Words: - Digital Twin, student motivation, digital systems, differentiation of educational material, Twiddla,
Storyjumper, Emaze.
Received: April 29, 2023. Revised: November 28, 2023. Accepted: December 27, 2023. Published: February 19, 2024.
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DOI: 10.37394/23209.2024.21.8
Oksana Karabin, Viktoriia Bielova,
Tetiana Hladun, Lesia Makarenko,
Andrii Bozhkov
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1 Introduction
The search for approaches to the development of the
educational process is related to setting goals to
increase the effectiveness of education, the
development of state programs, and the expansion
of professional knowledge. The improvement of
new approaches can relate to the use of digital
technologies, which ensure the improvement of the
organization of training, and the delivery of high-
quality educational material. It also affects the use
of non-standard approaches to the educational
process, [1]. Such advantages contribute to ensuring
students learning motivation, which will later be
reflected in their performance level. The identified
advantages of digital technologies emphasize the
relevance of the issue under research.
Digital technologies represent a system that is
based on methods of coding and information
transmission, which contributes to the universality
of assignments in the shortest possible time, [2].
Digital technologies are common tools in education,
which can be represented by various multimedia,
interactive programs. Digital technologies have
influenced a change in approaches to learning,
which has contributed to greater access to a variety
of information, [3]. Digital technologies also
influence greater independence of learning, thereby
expanding existing knowledge. Digital technologies
have advantages in working with a group of
students, which contributes to the expansion of
independence, and creative activity to achieve the
necessary educational goals. This approach to
learning allows for logical, consistent presentation
of information. Digital technologies help to provide
visualization of educational material, to ensure
interactivity of perception, [4]. The
multidisciplinary nature of digital technologies
allows for the study of a topic with an orientation to
different subjects, which contributes to the
combination of various aspects of learning, and the
expansion of knowledge. Students’ learning
motivation may be related to teachers’ monitoring
of current trends in education, which is associated
with the development of professional competencies,
[5]. According to other studies, [6], [7], the interest
in learning is also formed because of providing
virtual practical and laboratory assignments.
Learning occurs because of providing a visual
display of educational processes, conducting
experiments, and using unlimited approaches to
explaining complex concepts. The research
cognitive digital technologies should be used for a
better perception of information, which will
contribute to productive information assimilation,
[8].
The use of Digital Twin is currently a common
approach to learning, which enhances active student
participation. The approach of using digital dual
technologies provides the possibility of visualizing
the physical classroom, tracking students’
performance, and their interaction with the
surrounding environment, [9]. Dual digital
technologies facilitate individualized learning of a
particular aspect of a topic through visual elements,
[10]. Virtual technologies (e-books, video materials)
facilitate the learning process. This approach makes
it possible to ensure the use of various educational
scenarios, which allows for the interactive
completion of assignments. Digital Twin facilitates
the creation of virtual classrooms, which allows for
the simulation of various situations for learning
topics of different complexity levels, [11], [12]. This
is because with the help of interactive technologies
it is possible to ensure the conduct of complex
experiments and monitor the quality of learning the
material and the performance of classes, [13].
The study of the theoretical material determined
the gaps in ensuring the organized use of digital
technologies in the educational process. The aim of
the work is related to the study of the role of digital
technologies in increasing students’ involvement in
the educational process.
The research objectives were to:
- Develop a structural model of education, which
includes the possibility of using digital technologies
in the educational process;
- Determine the element of training that had the
greatest impact on the development of motivation;
- Determine the overall effectiveness of training, as
well as directions of students’ educational activities
that were developed during training.
2 Literature Review
Digital technologies are important for improving the
quality of education, which has a positive effect on
students and teachers. Digital learning developed at
the fastest pace during the pandemic. However,
learning problems may be related to weak training
of teachers and, the use of necessary software. The
problems can be related to infrastructure and
administrative support, [14]. The use of digital
technologies in education enables solving complex
problems, which is associated with the development
of thinking, creativity, and communication skills.
Digital technologies contribute to the search for new
tools for structuring the educational process. This
approach also has the effect of increasing the level
of accessibility for the perception of the material,
[15]. Digital technologies are important tools that
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contribute to improving the quality of education.
The use of 3D interfaces is reflected in the
possibility of using software games, and simulated
computer laboratories. This facilitates the
visualization of learning, which improves the
practical acquisition of relevant knowledge, [16].
Digital learning management systems have become
quite common over the past 30 years. The
convenience of students’ perception of information
with the help of digital systems can affect the
creation of additional problems for teachers.
Problems may manifest themselves in understanding
the specifics of their application for the educational
process. The Canvas program provides tests to
assess students’ knowledge, [17]. Educational
programs for mobile devices enhance students’
interest in the perception of materials. The Delphi
application created automated knowledge tests for
checking actual knowledge due to the clarity of the
presentation. This program also verifies the value of
digital applications for use in the educational
process, [18].
Digital materials can influence the creation of a
learning environment using tablets and interactive
whiteboards. Multimedia applications contribute to
the improvement of students’ performance and
affect the results of testing. Interactive tests and
creative programs contribute to the greatest
motivation in learning. Digital technologies ensure
an individual style in learning, [19]. The
involvement of digital technologies in education can
contribute to the solution of existing problems
related to the structuring of various information.
Neural networks (CNN, RNN, and LSTN) are
effective methods of information recognition,
affecting the ability to solve complex problems. The
perception of information depends on the quality of
structured information and the existing level of
students’ knowledge, [20]. E-learning promotes the
development of educational environments using
information technologies and digital resources. The
process improves the learning experience, thereby
improving students’ performance. This may be
related to the use of online platforms, software,
video conferences, and mobile training programs.
The process contributes to the improvement of
educational content and enhances students’
motivation. A high level of learning can be achieved
by investing in technological infrastructure. Digital
technologies enable online exams, remote control,
interactive quizzes, and online discussions, [21].
The new educational needs can be met using
digital technologies. Metaverse facilitates the
creation of a realistic three-dimensional virtual
space that allows students to interact with various
digital objects. This contributes to the expansion of
opportunities for the perception of educational
material, conducting experiments at different
educational levels, [22]. Digital technologies can
provide an individual approach to learning, which
facilitates adaptation to the learning of students with
different educational levels, and development of
abilities. Digital technologies provide an
understanding of university design. The selection of
the most favorable technologies can be implemented
with the help of thematic analysis. This approach
allows for a positive perception of the course of
study, which affects the understanding of practical
skills, [23]. Digital technologies contribute to the
conduct of relevant research in the learning process.
The use of digital technologies promotes the
formation of computational thinking, which affects
overall development. Computational thinking allows
for a flexible approach to information perception,
[24].
The results of the study showed that the articles
considered the general possibilities of using digital
technologies for education. Gaps in the research are
related to the lack of data on the development of
learning programs using digital technologies to
enhance student motivation.
3 Methods
3.1 Research Design
The first level of research was to develop a
structural model of learning for the study of
Computer Technologies. During training, it was
planned to ensure the use of digital technologies that
promote motivation in the educational process. The
choice of digital technologies provided for the
possibility of their use for individual learning, and
group online interaction. Ease of use was also
considered. The choice of digital technologies for
learning (Twiddla, Storyjumper, Emaze) involved
the initial study of their functionality, and the study
of advantages and disadvantages for the possibility
of application in the educational process. Digital
technologies for learning were selected because of
observation, which allowed the use of the Twiddla
application and a multimedia board to study the
theoretical material. The Storyjumper application
was used for the development of practical skills;
digital applications Emaze and Storyjumper were
used for the development of creative thinking. The
training lasted 4 months from February to May
2023.
The second stage of the study involved the
determination of how a separate stage of study
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affected the level of students’ motivation. The
stages of training provided for orientation to the
study of theoretical and practical material, the
development of creative skills, as well as the general
perception of the learning process. The results of
students' interest in learning information were
compared before the beginning of training and after
4 months of training. The results of students
interest in learning were obtained by using the
sociological survey. Students had to decide which
stage of study was the most motivating in the
perception of educational information. The students
considered the approach to the study of a separate
stage, the applied digital technologies, and the
extraordinary presentation of the material. The level
of memorization of information at each stage of the
research and the possibility of its practical use were
also considered.
The third stage of the research involved an
experimental verification of the knowledge that
students acquired because of enhanced learning
motivation. The knowledge test was provided for
the presentation of the initial results and the results
obtained after training. It was planned to determine
the presence of comprehensive knowledge about
methods and ways of applying theoretical material
during the knowledge test. It was also planned to
determine knowledge of laws and methods of
practical application of theoretical information. The
knowledge test involved determining students’
overall performance during 4 months of study and
because of the exam.
The third stage of training also provided for
determining how students’ motivation affected the
educational process. The results were obtained by
monitoring students’ progress, as well as through
conducting a sociological survey among students. A
psychological social survey determined the level of
students’ motivation to ensure further education
using digital technologies. The results were obtained
using a sociological survey.
3.2 Sampling
The study involved a total of 193 students who were
studying to become Computer Science teachers to
achieve the aim of the research. The sample was
represented by students from Ternopil Volodymyr
Hnatiuk National Pedagogical University. The
sample was limited to students in 2nd-3rd years of
study, as first-year students did not have specialized
knowledge of the subject. The lack of knowledge
could affect the quality of the educational projects.
3.3 Methods
The structural model of learning was developed by
using the general theoretical method of observation,
which involved the study of existing methods, [5],
[25], [26]. The observation method was used to
study the advantages and disadvantages of possible
approaches to training, which made it possible to
develop the author’s training model.
The information from students was collected
through a sociological survey. This made it possible
to obtain results regarding the learning element that
had the greatest impact on the development of
students motivation. A sociological survey
conducted among students determined how
motivation reflected on the student’s involvement in
the learning process. The method also contributed to
determining the level of student’s motivation to
continue the learning process using digital
technologies. The sociological survey was chosen
for the study because it enables obtaining data
among an unlimited number of people. The
sociological survey was conducted using Google
Forms, which contributed to the correctness of the
results. The sociological survey was intended to
provide data from respondents on three
questionnaires (Appendix A). Questionnaires for a
sociological survey involved answers to one
question with a different number of answer options.
The questions of the questionnaire were closed-
ended, which did not involve specifying detailed
answers and were developed directly by the authors
of the article.
To test knowledge, it was planned to calculate
the efficiency ratio, which involved comparing the
results before and after the study. The performance
during the study period and the performance
obtained as a result of the exam were included in the
calculation. The calculation formula was developed
by the authors of the article, which excluded
orientation to existing calculations.

(1)
the obtained performance for a separate
indicator of knowledge; the level of complexity
of information perception; overall
effectiveness of the knowledge test;
The calculated efficiency ratio will be reached
at a high level if the value is equal to 0.9 - 1.0. The
medium level ranges between 0.7 and 0.89; the low
level is below 0.7.
Calculations of the comparison coefficient were
used to study the areas of activity that were most
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influenced by students’ motivation. The comparison
coefficient was also developed by the authors to
provide correct numerical values as the basis for
further analysis:
(2)
a conditional indicator that reflects the level of
students’ motivation in expanding the relevant
activities after training; a conditional indicator
that reflects the level of students’ motivation in
expanding the relevant activities before training.
3.4 Data Analysis
Comparison of the obtained calculations of the
coefficient of standard deviation with statistics is
important in the research. It allows for more
accurate confirmation of the obtained data.
Statistical calculations were performed to determine
the comparison of the acquired knowledge before
and after the study. They were also used to compare
the areas of activity that were developed in students
due to their learning motivation. The coefficient of
standard deviation was also used to compare the
results of a psychological social survey to determine
the level of students’ motivation. Statistical
calculation made it possible to evaluate and confirm
the validity of the obtained data, [27].
󰇛󰇜

 (3)
the number of indicators that were used for
comparison; an indicator of a separate value;
 mean value of the indicators.
3.5 Ethical Criteria
Ethical norms were observed due to the use of the
Guidelines for Research Ethics, [28]. This ensured
the same conditions for all students who participated
in the study. Following ethical norms, it was also
planned to ensure the correctness of the presentation
of the results, which excluded their falsification.
4 Results
Digital technologies can have a variety of uses in
the learning process, which varies depending on the
level of teachers’ professional qualifications and the
capabilities of educational institutions. A structural
model of training was developed to ensure the
training of future teachers (Figure 1).
The study of the theoretical material, and the
principles of differentiation of the educational
material involved the assimilation of the main
concepts of the subject, and the possibility of using
the subject of Computer Science to study other
subjects. The study of the theoretical material was
based on the use of an interactive multimedia board,
which made it possible to provide a detailed
visualization of the material. The online digital tool
Twiddla was used to learn the theoretical material.
Twiddla enables working in a team, which
contributes to the discussion of the studied topic,
and its deepening. The study of theoretical material
also involved the creation of independent lessons by
students to present a separate topic with the help of
Twiddla. The use of the Twiddla digital application
promoted the development of Digital Twin, which
influenced the possibility of discussing theoretical
material between students. The results were
achieved through modeling a particular topic for
presentation in class.
The practical skills based on in-depth study of
the material were developed using interactive
graphics, which included the display of educational
animation elements. During the practical classes, it
was planned to imprint the theoretical material by
completing the tests. The development of electronic
textbooks was also provided for the practical use of
the acquired knowledge. The use of the Storyjumper
digital application contributed to the creation of
electronic textbooks, which could be used later to
teach students. At this stage of education, the
development of electronic textbooks involved the
search for mechanisms to improve information
presentation approaches.
The development of creative thinking based on
the acquired skills involved in the creation of
individual projects. During training, it was planned
to create a curriculum, and create a fragment of an
electronic textbook by the created program. The
creation of educational programs involved the use of
the Emaze digital application, which facilitated the
visualization of information. At the same time,
students had to ensure the use of creative
approaches to presenting the material. Using Emaze
facilitated content creation with existing prompt
options. The digital application Storyjumper was
used to create a fragment of electronic textbooks.
After training among students, it was
determined how it affected the level of motivation.
The initial level of students’ motivation was
compared with the motivation level after
training (4 months) (Table 1).
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Fig. 1: Structural model of learning using digital technologies
Table 1. Determining the stage of the study that had
the greatest impact on the motivation level
Learning stage
Percentage
value before
training
Percentage
value after
training
Study of theoretical
material
-
22%
Study of practical
material
16%
24%
Development of
creative skills
30%
25%
General perception of
the learning process
13%
29%
It didn’t affect
41%
-
It was established that the students achieved a
higher motivation level after training. This was
reflected in the study of theoretical and practical
material, the level of development of creative skills,
and the general perception of the learning process.
The results are related to the fact that training was
delivered in a non-standard format, which involved
the use of digital technologies. This made it possible
to ensure a creative process of assimilation of
information. A high level of motivation was
reflected in the expansion of cognitive abilities, and
the development of self-improvement. A high level
of motivation contributed to the achievement of
high educational goals, and the use of non-standard
methods for completing educational assignments.
The use of digital technologies ensured the
completion of assignments in a non-standard form,
and the use of a diagnostic format for displaying
information. A higher motivation level is also
associated with increased student success. A lower
motivation level was observed among students
before the training, which was reflected in the lack
of awareness of the need to acquire new knowledge.
It also affected the student’s responsibility to study
information. This was reflected in the lack of
motivation in the performance of educational
assignments, and assimilation of information.
It was planned to conduct an experimental test of
knowledge during training, which was reflected in the
consideration of the motivational criterion (Table 2).
Table 2. Experimental testing of students’
knowledge
Before
training
After
training
S
0.73
0.94
0.051
0.71
0.96
0.067
Experimental testing of knowledge showed that
students achieved a high level of theoretical and
practical knowledge after training. Learning with
the help of digital technologies provided the
possibility of using the learned information to create
a programme of classes, and e-books. The process
influenced the application of creative skills to use
various forms and methods in education. This
approach to education contributed to students
understanding of educational processes, which
influenced the search for the most favorable
approaches to completing the assignments. Students
acquired the ability to use basic computer
technologies, which was reflected in the completion
of practical assignments. High results are also
associated with the development of analysis skills,
which made it possible to arrange information. This
Level of
students'
motivation
Study of theoretical material
and principles of
differentiation of educational
material (Twiddla)
Development of practical
skills based on in-depth
study of the material
(Storyjumper)
Development of creative
thinking based on acquired
skills (Emaze, Storyjumper)
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affects development prospects, and skills in using
digital technologies to complete certain assignments.
Fig. 2: Areas of student activity that were developed under the influence of motivational approaches
The results showed that after training,
knowledge of laws and methods of practical
application of theoretical information was achieved
at a higher level than having theoretical knowledge.
This is due to the use of digital technologies, which
ensured the development of practical skills. The
level of theoretical knowledge was higher than the
level of practical knowledge before the training,
which indicates poor organization of the educational
process.
The last stage of the research provided for
determining the directions of students’ activities
during their studies, which were affected by the
development of motivational approaches. The
results were obtained by calculating the comparison
coefficient (Figure 2).
It was established that the use of digital
technologies during education contributed to a more
in-depth study of the topic by students. This ensured
the search for new lessons with the help of digital
technologies, which resulted in a more detailed
study of a particular topic. The students also began
to take the initiative in finding new digital
technologies for the development of practical skills,
which made it possible to improve existing
knowledge. The search for digital technologies
made it possible to expand the idea of further
pedagogical activity and develop new approaches to
the presentation of material. The use of non-
standard approaches to completing practical
assignments was based on the development of
creative skills, which enhanced students’ interest.
This helped to complete assignments of various
complexity, which was reflected in the deepening of
professional knowledge. Some students also found
an approach to creative homework preparation, as
digital technologies expand educational
opportunities. This had a positive effect on lectures
and practical classes. The use of digital technologies
was reflected in students’ participation in university
knowledge contests. The acquired knowledge made
it possible to achieve high performance and
participation in regional knowledge contests. The
knowledge contests are based on the use of students’
creative skills, as they require not only software
knowledge but also creativity in solving problems.
A psychological social survey was also conducted to
check the level of students’ motivation to continue
their studies using digital technologies (Figure 3).
A psychological and social survey of students
established that most of them are interested in
continuing their studies using digital technologies.
This is due to a new approach to studying subjects,
which motivates them to search for new
information, which affects professional
development. It also allows them to persevere in
learning and influences the development of a
creative approach, which is manifested in a non-
standard approach to solving problems, and the
continuation of research activity. Students develop
independence in studying the subject, which affects
their participation in extracurricular activities
(participation in professional competitions, and
knowledge contests). A medium level of satisfaction
in education is related to the need to use a greater
variety of technologies in education. A neutral level
of motivation was found among a small number of
students, which is explained by the lack of
0
0,2
0,4
0,6
0,8
1
1,2
1,4
1,6
1,8
In-depth study
of the topic Use of non-
standard
approaches to
resolving
practical issues
Finding new
digital
technologies to
develop
practical skills
Structuring the
material while
studying
homework
Participation in
university
knowledge
contests
1,6 (24%) 1,5 (20%)
1,2 (22%) 1,1 (18%)
1,8 (16%)
𝜌
S=0,08
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attendance in all classes. The results of the
comparison of the coefficient of standard deviation
showed a difference in values, which does not
confirm the correlation of the results. This is due to
the advantages of a high level of student motivation
and insignificant values of the medium and neutral
levels.
Fig. 3: The level of students’ motivation in
continuing their studies using digital technologies
5 Discussion
The obtained results showed that digital
technologies contribute to greater effectiveness in
learning, which correlates with research, [29], where
the positive role of interactive technologies is also
identified. Digital technologies contribute to
providing more personalized and adapted learning,
which affects greater efficiency and interest of
students in learning. This is because they allow for
the creation of educational materials, online courses,
and training manuals. Digital technologies facilitate
a flexible and modular approach to learning,
allowing adaptation of the materials to students’
needs, [29]. However, the aspects of the
personalized influence of digital technologies in
education were not established in the conducted
research. Emphasis is placed on the possibility of in-
depth development of students’ professional skills.
The virtual classroom platform has the effect of
increasing the level of students’ interest in learning,
as the process is related to the possibility of
ensuring the use of new methods and technologies
of education. This contributes to students’ self-
efficacy, development of their abilities, and
communication skills. The results are related to the
structuring of modules, and the use of specialized
software, [30]. Digital platforms are one of the
common elements of education in vocational
colleges. Also, such an approach to education
allows one to achieve high academic results and
affects the possibility of ensuring self-regulated
learning. Digital technologies contribute to faster
assimilation of information, which provides the
possibility of developing various skills, [31]. Digital
technologies contribute to the creation of new
opportunities for the transformation of learning,
which improves professional skills. Digital
technologies help to ensure the development of
critical thinking, creative skills, interdisciplinary
communications, flexibility, and initiative. These
technologies allow for in-depth study of educational
material by students, which affects the growth of
professional competence, [32]. Virtual distance
learning processes are not identified in our research.
However, this study established those digital
technologies contributed to the enhancement of
students’ motivation. This was manifested in the in-
depth study of the topic, and the use of non-standard
approaches to completing practical assignments. It
also helped in the search for new digital
technologies for the development of practical skills,
structuring material when doing homework, and
participation in university knowledge contests. The
learning process provided for the study of
theoretical material, the expansion of practical
skills, as well as the development of creative skills.
The success of learning with the help of digital
technologies is achieved due to several factors.
Teachers should show interest in finding non-
standard approaches to presenting information, and
promote the search for new information for display.
The introduction of such an approach in education
has a positive effect on student motivation, which
affects the search for approaches for professional
development, [33]. Digital technologies contribute
to the development of communication among
students with the help of video services, which
improves information perception. The existing
education system is aimed at expanding basic
knowledge, which contributes to its adaptation
during the creation of educational projects. This
approach affects the implementation of tools for the
productive transfer of knowledge and skills.
Involvement of the game principle of learning,
visualization of information improves the perception
of materials, [34], [35]. The combination of
pedagogical knowledge and information
technologies has a positive meaning for the
motivation of students and their active participation
in education. Students mastered pedagogical and
technological thinking, which influenced increasing
overall efficiency, [36]. The development of
students' motivation based on interactive tools
occurs because of information visualization and the
possibility of immersion in the subject. The
0
20
40
60
80
100 91%
7% 0% 2%
%
S=1.816
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DOI: 10.37394/23209.2024.21.8
Oksana Karabin, Viktoriia Bielova,
Tetiana Hladun, Lesia Makarenko,
Andrii Bozhkov
E-ISSN: 2224-3402
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ARCloud application has advantages in education,
as it involves preliminary analysis, design,
development, and implementation of training
programs. The application also provides for the
assessment of students' knowledge using
multimodal tools, [37], [38]. In contrast to the
presented works, which indicate the general
importance of digital technologies, our article used
specialized online tools that contributed to the
acquisition of professional knowledge and the
formation of students' motivation (Twiddla,
Storyjumper, Emaze).
Digital technologies provide online classes,
which facilitate the interaction of students and
teachers. It also has an impact on the development
of students' independence, which allows the
development of students' personal capabilities, and
interactive motivation. This makes it possible to
provide more opportunities for the development of
digital education and is also reflected in the increase
in the level of knowledge of students, [39], [40].
The analysis of studies established that the research
is aimed at determining the positive and negative
aspects of the introduction of digital technologies in
the educational process. In the presented study, the
results are related to the development of a learning
model, in which the emphasis is placed on the
training of future teachers, which shapes the
strengths of our research. The model developed by
the authors provided for the use of digital
technologies aimed at studying theoretical material,
developing practical skills, and creative thinking.
The advantage of our study is also the use of
applications Twiddla, Storyjumper, and Emaze,
which contributed to effective training. In addition
to the determined students’ effectiveness during
training, it was also determined how digital
technologies affected the activity of students in
training.
5.1 Research Limitations
The study provided for the development of a
training model for future teachers studying in the 2nd
and 3rd years. However, the results show a limited
value of indicators, which excludes the possibility of
involving schoolchildren in the educational process
and conducting additional research. However, it is
practically impossible to do this within the scope of
this research, which requires the search for
additional mechanisms for the implementation of
training and comparison of different efficiency
approaches. This may affect the overall correctness
of the results and indirect analysis of the obtained
results.
5.2 Recommendations
This study is aimed at identifying the positive role
of digital technologies in education, but they are
more focused on the general analysis of digital
technologies, excluding their diversity. Therefore,
we believe that it is necessary to elaborate learning
models that will contribute to the development of
individual professional skills, which will later allow
their use during their lessons. The training options
provide for interactivity, which enables obtaining a
high level of knowledge both during offline classes
and online. This will ensure the training of teachers
who have not only in-depth knowledge of computer
technologies but also can use a creative approach to
teaching. The use of digital technologies also
involves the preliminary development of the lesson
with the filling of appropriate educational materials.
The teacher needs to decide how the training will
take place, and what approach to choose for
presenting the material. Also, from the proposed
options of tasks, choose the most appropriate ones
for the studied material using a digital application,
which will ensure the correct verification of
students' knowledge.
6 Conclusions
The authors achieved the aim of the article, as the
positive role of digital technologies in increasing
student involvement in the educational process was
established. The primary development of the
structural model of education ensured the use of
digital technologies, which were aimed at
developing the professional qualifications of future
Computer Science teachers. The study of the
theoretical material and the principles of
differentiation of the educational material involved
the use of a multimedia board and the online tool
Twiddla. The process was aimed at the perception
of educational information with the help of graphic
material. The development of practical skills was
based on an in-depth study of the material as a result
of using the Storyjumper application. The Emaze
and Storyjumper applications were used for the
development of creative thinking. This ensured the
creation of separate projects based on the acquired
knowledge.
After 4 months of training, it was established
that the general perception of the learning process
(29%) had the greatest impact on the development
of students’ motivation. The training was aimed at
the use of various digital technologies to learn
different approaches to the perception of
information. The development of creative skills also
WSEAS TRANSACTIONS on INFORMATION SCIENCE and APPLICATIONS
DOI: 10.37394/23209.2024.21.8
Oksana Karabin, Viktoriia Bielova,
Tetiana Hladun, Lesia Makarenko,
Andrii Bozhkov
E-ISSN: 2224-3402
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Volume 21, 2024
contributed to the students’ satisfaction, which is
related to the variety of assignments to be
completed, and the lack of patterns. The study of
practical material also enhanced students’ interest in
learning and raised the level of completed
assignments compared to the results before the
study.
It was established after the training that the
knowledge of laws and methods of practical
application of theoretical information was achieved
at a higher level. Students were able to achieve a
high level of developed practical skills, as digital
technologies allowed for the development of various
directions. This contributed to the improved
knowledge of theoretical material, the creation of
training programs, fragments of e-books. The
majority of students (91%) became motivated to
continue their studies using digital technologies.
The results showed that students, with the help
of developed motivation for learning, were able to
achieve in-depth study of the topic. It also
influenced the search for new digital technologies
for the development of practical skills, which forms
the academic novelty of the work. This contributed
to a detailed study of a separate topic, and an
understanding of the principles of using theoretical
information in practice. The greatest effectiveness
was achieved as a result of participation in
university knowledge contests but among a smaller
number of students.
The practical significance of the work is in the
possibility of using new digital technologies for the
training of future Computer Science teachers. The
prospects for further research may be related to the
comparison of various mechanisms of enhancing
students’ motivation and its influence on the
positive development of professional skills.
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APPENDIX
Appendix A
Questionnaire No. 1 for a Sociological Survey
Respondents should give preference to one of the
stages of education that contributed to the
development of the highest level of student
motivation. Pre- and post-training data collection
was planned. Answer options include:
- study of theoretical material;
- study of practical material;
- development of creative skills;
- general perception of the learning process;
- did not affect.
Questionnaire No. 2 for a Sociological Survey
Respondents need to determine the areas of activity
in education that were formed under the influence of
the development of motivational approaches.
Respondents should indicate the presence or
absence of the level of motivation to expand the
areas of professional activity before and after
training. Answer options include:
- in-depth study of the topic;
- use of non-standard approaches to completing
practical assignments;
- Search for new digital technologies for the
development of practical skills;
- structuring the material when doing homework;
- participation in university knowledge contests.
Questionnaire No. 1 for a Sociological Survey
Respondents need to determine their level of
motivation to continue their studies using digital
technologies:
- high level of motivation;
- medium level of motivation;
- low level of motivation;
- neutral level of motivation.
Contribution of Individual Authors to the
Creation of a Scientific Article (Ghostwriting
Policy)
The authors equally contributed to the present
research, at all stages from the formulation of the
problem to the final findings and solution.
Sources of Funding for Research Presented in a
Scientific Article or Scientific Article Itself
No funding was received for conducting this study.
Conflict of Interest
The authors have no conflicts of interest to declare
Creative Commons Attribution License 4.0
(Attribution 4.0 International, CC BY 4.0)
This article is published under the terms of the
Creative Commons Attribution License 4.0
https://creativecommons.org/licenses/by/4.0/deed.en
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DOI: 10.37394/23209.2024.21.8
Oksana Karabin, Viktoriia Bielova,
Tetiana Hladun, Lesia Makarenko,
Andrii Bozhkov
E-ISSN: 2224-3402
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