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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Elena Gaevskayaa, Nikolay Borisovb and Rustam Shadievc</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Nanjing Pedagogical University</institution>
          ,
          <addr-line>No. 122, Ninghai Road, Nanjing, 21009</addr-line>
          ,
          <country country="CN">China</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Saint Petersburg State University</institution>
          ,
          <addr-line>9 Universitetskaya naberezhnaya, Saint-Petersburg, 195299</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>34</fpage>
      <lpage>42</lpage>
      <abstract>
        <p>The article discusses the possibilities of the project method implementing to the university education in the transition period from offline to online training. The pedagogical aspects are considered in the context of the interdisciplinary approaches of digital humanities as learning content and teaching methods. Such approaches to the higher education pedagogy allow to improve the quality of education and ensure the successful mastering by students of the competencies necessary of the digital labor market specialists. The article presents the results of an experiment that was carried out as part of the pedagogical activities of the Department of Information Systems in Art and Humanities of the Faculty of Arts of St. Petersburg State University during 2018-2021. The results obtained indicate that the approaches of digital humanitarian pedagogy contribute to the more effective development of students' competencies of a specialist in a digital society.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Digital Humanities</kwd>
        <kwd>Project Method</kwd>
        <kwd>Electronic Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In pedagogical context the current period is a transition from offline to online learning. Research
(long-term included surveillance, surveys, interviews) shows that the main pedagogical solution at the
moment is the mechanistic transfer of offline teaching methods to online. Wherein, peculiarities and
advantages of the online learning are not fully exploited. Therefore, studying of pedagogical
approaches are adequate to the online environment is very relevant.</p>
      <p>If in the first decades of 21 centuries scholars and practitioners focused on the technological and
even technical aspects of the problem, recently there has been a tendency to concentrate on
humanitarian aspects of complex which includes technological, pedagogical and learning content
aspects (Technological Pedagogical Content Knowledge concept). In this connection with the
concept of digital humanities as a theoretical basis for the development of digital pedagogy is very
promising.</p>
      <p>
        As a rule, the learning environment of a modern university develops on the basis of a combination
of corporate and open sources. In this context, the courses «Digital Heritage» and «Information
Technologies in Museums» included in the curricula of the Faculty of Arts of St. Petersburg State
University are digital humanitarian educational resources (Figure 1). They are developed on the basis
of the interaction of corporate materials and open web resources [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Corporate materials include
files such as course programs, study guides, presentations, assignments developed by the course
author. Open resources are represented by multimedia materials, including websites of museums,
galleries, open data databases and repositories, massive open online courses, etc.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Statement of the issue</title>
      <p>Hypothesis of the research is that the virtual learning environment requires special pedagogical
approaches and methods that are adequate to the content of the course and information and
communication technologies for its delivery. An issue of development teaching methods that are
adequate to the digital environment of modern society is interpreted from the point of view of the
personal development of future professionals interacting with the electronic learning environment.</p>
      <p>
        The research context is concepts of Digital Humanities [
        <xref ref-type="bibr" rid="ref3 ref4 ref5 ref6">3-6</xref>
        ], Technological Pedagogical Content
Knowledge Concept [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], Project Method [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], and the Taxonomy of Pedagogical Goals by B. Bloom
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>Digital Humanities postulates the equality of technological and humanitarian components and
TPACK consider learning as interaction between learning content, pedagogical approaches and
technologies. Main role in this tirade obtains learning content, namely fundamentals of scientific
knowledge.</p>
      <p>
        From the didactic point of view, the research focuses on the study of those conditions which
contribute to the development of digital humanitarian competencies of the classical university
students. The complex of virtual environment and learning assignments is considered as a tool for
development of the specified knowledge, skills, and abilities of future professionals. According with
the Taxonomy of Pedagogical Goals by B. Bloom, the tasks are designed in a such way that students
gradually acquire skills and knowledge from the reproductive, algorithmic, heuristic to creative level
[
        <xref ref-type="bibr" rid="ref6 ref9">6, 9</xref>
        ].
      </p>
      <p>
        In this case, digital humanitarian competences can be described in the terms of the methodology of
Human-Centered design, HCD («Design Based on Human Engagement»). It is a way of designing
and managing the process of creating products and services, when each stage of problems solving
based on the developers creative thought and emotional involvement. Human participation is
implemented with observing a project realization challenges, brainstorming, conceptualizing,
decision making and fulfill the solution. The project object in this case is a virtual museum, which is
being developed by a third-year student [
        <xref ref-type="bibr" rid="ref1 ref5 ref6">1, 5, 6</xref>
        ].
      </p>
      <p>
        According to UNESCO suggestions one of contemporary pedagogical issues is development of
learning methods which allow including students in research activities already at the stage of future
specialists training [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In proposed research context, such kind of activity concern with providing
students with opportunities to co-work with distributed expert communities and is associated with
the development of the competencies presented in the educational standard of Russian Federation.
Flagging the importance of a systematic approach to the development of specialist competencies, we
highlight the following ones among them as significant for the implementation of the pedagogical
design of educational assignments, control and measuring materials and assessment tools. These
competences are developed in aforementioned courses of Saint Petersburg State University:
 ability to use modern information technology and software, including domestic production, in
solving problems of professional activity (OPK-2),
 ability to solve standard tasks of professional activity based on information and bibliographic
culture using information and communication technologies and taking into account the basic
requirements of information security (OPK-3),
 ability to take part in the management of projects for the creation of information systems at
the stages of their life cycle (OPK-8),
 ability to take part in the implementation of professional communications with stakeholders in
frame of whole project activities and within project groups (OPK-9)
 ability to understand, study and critically analyze the received scientific and technical
information on the research topic and results, be fluent in methods of processing, analysis and
synthesis information, information search and databases on the Internet using the capabilities of
modern search queries (PKA-1),
 ability to analyze and structure information needs in a subject knowledge areas, formulate
requirements for their information technology support, design information systems in accordance
with the needs of information management in a subject knowledge areas (PKP-1),
 ability to use modern technologies for creating multimedia content in the print, 3D graphics,
animation, video and audio forms for placing it in information systems (PKP-8)
 ability to search, critically analyze and synthesize information, apply a systematic approach to
solving assigned tasks (UK-1)
 ability to determine the range of tasks within the framework of the goal and choose the best
ways to reach them, based on the current legal norms, available resources and restrictions (UK-2)
 ability to carry out social interaction and fulfill own role in the team (UK-3)
 ability to carry out business communication in oral and written forms in the state language of
the Russian Federation and foreign language (s) (UK-4)
 ability to perceive the intercultural diversity of society in the socio-historical, ethical and
philosophical contexts (UK-5)
 ability to participate in the development and implementation of projects, including
entrepreneurial (UKB-1)
 ability to understand the essence and significance of information in the development of
society, use the main methods of obtaining and working with information, taking into account
modern technologies of the digital economy and information security (UKB-3)
      </p>
      <p>The virtual learning environment of the presented courses is digital content which includes files
are created by different developers, namely highly qualified professionals (experts from the Russian
Museum, St. Petersburg State University), members of student groups, and open sources. Thanks to
this, conditions are created for the development of such competencies as (1) understanding connection
and equality of digital and humanitarian components of electronic resources, (2) evaluation web
resources according to following criteria (2.1) reliability in context of their heterogeneity in the
scientific level of knowledge in connection of the level of the developers qualifications, as well as
(2.2) relevance to project tasks.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Literature Review 3.1.</title>
    </sec>
    <sec id="sec-4">
      <title>Digital Humanities</title>
      <p>Consideration of ways to solve these problems is carried out on the basis of the theory of digital
humanitarian knowledge (DH) and pedagogy, namely TPACK. It should be noted the complexity of
defining the DH subject area, as well as the dynamics of its development.</p>
      <p>Digital humanities today encompass a wide range of research methods and social practices:
rendering large sets of images, 3D modeling of historical artifacts, alternate reality games, mobile
production and learning spaces, and more. At the same time, continued interest in the traditional areas
of DH digital archives, quantitative analysis, projects to create electronic tools for the implementation
of digital research.</p>
      <p>
        The Digital Humanities Rack [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] showcases the wide range of science, technology, social practices
and structures that make up the digital humanities today. At the same time, the fundamental elements
of Digital Humanities, such as computational thinking and knowledge representation, lie at the lower
base levels of the "rack", and it is also shown than the "shelf" is higher, the level of abstraction of the
interaction of technology and humanitarian knowledge increases. In the case is presented in this
paper, the subject knowledge areas are associated with knowledge representation (first floor) and
project activities (sixth floor) [Figure 2].
      </p>
      <p>
        The Digital Humanities Manifesto [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] positions digital humanities (DH) as an area of research,
teaching and publishing based on the systematic application of digital technologies in the humanities
and social sciences. At the same time, a distinctive feature of DH is the development of bilateral
relations between the subject areas of this tandem: on the one hand, the possibilities of using
technologies in a wide range of studies in the field of humanitarian knowledge are being studied, on
the other hand, digital technologies are subjected to scientific expertise on an unlimited range of
issues: from philosophical to applied. Such approach is in line with the views of John Unsworth,
Susan Schreibman, and Ray Siemens who, as editors of the anthology A Companion to Digital
Humanities (2004), distinguished the Digital Humanities field from being viewed as «digital
computing» or «mere digitization» [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
3.2.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Technological Pedagogical Content Knowledge Theory (TPACK)</title>
      <p>
        The theory reflects the pedagogical aspects of the educational paradigm of the information society.
TPACK concept was introduced by Jhon Shulman in 1986 and Punya Mishra and Matthew J. Koehler
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Scholars, teachers and the learning resources' designers support ideas of the researchers.
According to this theory, eLearning develops as the intersection of three areas (1) content knowledge,
(2) pedagogical knowledge and (3) technological knowledge (Figure 3).
      </p>
      <p>Hypothetically, each electronic learning resource consists the following types of knowledge (1)
Content Knowledge (CK), (2) Pedagogical Knowledge (PK), (3) Technology Knowledge (TK), (4)</p>
      <p>The second level of knowledge occurs at the intersection of two areas of expertise, namely (4)
Pedagogical Content Knowledge (PCK) (5) Technological Content Knowledge (TCK) and (6)
Technological Pedagogical Knowledge (TPACK).</p>
      <p>Pedagogical content knowledge is knowledge about how to combine pedagogy and content
effectively. This is knowledge about how to make a subject understandable to learners. Technological
content knowledge refers to information about how technology may be used to provide new ways of
teaching content. Technological pedagogical knowledge refers to the affordances and constraints of
technology as an enabler of different teaching approaches.</p>
      <p>The highest level of knowledge is (7) Technological Pedagogical Content Knowledge (TPACK). It
address to the knowledge and understanding of the interplay between CK, PK and TK when using
technology for teaching and learning. It includes an understanding of the complexity of relationships
between students, teachers, content, practices and technologies.</p>
      <p>In our view, the theory gives a whole picture of the education development in information society.
It allows solving aforementioned problems. The TPACK provides an idea, that the Content
Knowledge is component, which determines technological design and pedagogical methods of
elearning resources. It is obvious, that a course of Mathematics or Fine Arts needs sets of different
technological solution and pedagogical activities. Thus, we can see path how wide range of trendy
and disparate methods gradually turn into a methodology of information society education.</p>
      <p>
        The issues of the development of «social educational space» and «social educational environment»
as well as the interaction between them are in the focus of modern pedagogical research in Russia
(T.N. Noskova, N. . Morze, J. Malach, P. Kommers, T.). Scholars emphasize constantly increasing of
the global electronic environment significance as a component of professional and personal
development. The contemporary professional is faced with the task of individualizing this space. The
systematization of the above questions is presented in the concept of the educational pedagogical
environment, developed at the Russian State Pedagogical University. A.I. Herzen [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>Emphasis the following aspects of the theory: consideration of the pedagogical environment as a
system based on the interaction of virtual and classroom spaces and including the following
components: target, subjective, scientific and educational, psychological and didactic,
subjectmaterial, organizational and managerial, socio-psychological. Highlight the psycho-didactic
component. It describes the methodology for solving the research issues through the development of a
system of assignments, which implementation leads to the development of the competencies of a
specialist in a digital society. There are competencies which are manifested in sufficient knowledge
and skills, both in the humanitarian and technological areas of knowledge. An example of the
Implementation of this approach is presented in this article.</p>
      <p>3.3.</p>
    </sec>
    <sec id="sec-6">
      <title>Project Method</title>
      <p>
        According to M. Knoll, [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], the project method is a way to achieve a didactic goal via solving
learning problem, which should achieve with a practical result, formalized in a way is assigned by an
educator. This method presupposes a combination of tasks that are problematic and creative in nature.
The teacher within the framework of a project is allocated a role of developer, coordinator, expert,
and consultant.
      </p>
      <p>The main didactical purpose of the project method is to provide students with the opportunity to
independently develop their competencies in process of a practical problems solving or issues that
require the integration of knowledge from various subject areas both theoretical, and empirical. For
example, humanitarians and technological ones are in context of the presented research.</p>
      <p>The project method has a long history. Founded in 1577 by the Academia di San Luca in Rome,
and developed in 1763 by the Royal Academy of Architecture in Paris. It was originally aimed at
training architects, but then was increased to other subject areas and now is successfully used by
European universities. In 1860th the project method was moved to the American continent by the
founder of MIT William B. Rogers, supported by a number of American universities and is also
actively developing to this day. The philosophical rationale of this method is the concept of
pedagogical constructivism is presented in the writings of L.S. Vygotsky, J. Dewey, and others.</p>
      <p>The classical models for the implementation of training based on the project method are linear,
holistic and universal, proposed, respectively, by Calvin M. Woodward (1879, Washington
University, США), Charles R. Richards , 1900, Teachers College, Columbia University, New York,
USA), William H. Kilpatrick, 1918 Teachers College, Columbia University, New York, USA). In the
90s, this list was replenished with a telecommunications project, the author of the term is E. Polat
(Institute of Secondary Education, Russian Academy of Educationб IOSO RAO).</p>
      <p>The educational project presented in the paper is linear and telecommunication. It is an
educational, cognitive, research, creative activity of students, having a common problem, goal, agreed
methods of activity directed to achieve an individual results. It is realized via computer
telecommunications and wide range of pedagogical approaches. There are lectures and essays,
independent work, communications with external experts, classmates, open sources study, reflection
via PMM, the project results presentation and evaluation.</p>
    </sec>
    <sec id="sec-7">
      <title>4. The experiment methodology and results</title>
      <p>
        The experiment tool is a complex of virtual learning environment and the set of tasks aimed at
developing digital competencies through pedagogical communication in blended learning
environment. The depth of development of competencies is carried out on the basis of the systematic
of B. Bloom's pedagogical goals [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The assignments' complex which includes the following tasks:
generalization of lecture materials (an essay performed by each student once a week or once every
two weeks, a total of 8 to 16 essays per semester), implementation of an educational project, filling in
individual semantic maps (method of personal meaning maps), surveys , tests [
        <xref ref-type="bibr" rid="ref1 ref6">1, 6</xref>
        ].
      </p>
      <p>An aim of the research is to study the relationship between the development of educational content
of universities and teaching methods in the context of digital humanities, TPACK. To achieve this
goal, a blended learning environment was designed, based on the courses «Museum Information
Systems» and «Theory of Communication». These courses are included in the main educational
program of the Faculty of Arts of St. Petersburg State University in the direction 09.03.03 «Applied
Informatics» with the assignment of the qualification (degree) - bachelor in the profile «Applied
Informatics in Art and Humanities». Also a component of the virtual learning environment is a
massive open online course «Basics of working in a digital environment», in the development of
which the authors actively participated.</p>
      <p>The digital learning environment requires the development of adequate teaching methods. Below
are presented the results of an experiment aimed at studying pedagogical approaches which make
conditions for students to develop competencies which are manifested in sufficient knowledge and
skills, both in the humanitarian and technological areas of knowledge.</p>
      <p>
        The research includes the following components: (1) formation of a blended learning environment;
(2) development of a methodology that allows students to be included in activities related to the
implementation of research already at the stage of training future specialists [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>There are following research methods were used: participatory observation, analysis of works and
surveys of students, as well as semantic mapping (РММ).</p>
      <p>The implementation of the educational project is included in the course program and consist in
creation electronic resource called «Virtual Museum» by each student. The project realization is
carried out through the following set of tasks: (1) formulation the museum title; (2) development of
the concept of the museum (including the target audience (audiences) of the museum and methods of
its (their) activities; (3) making of the museum collection; (4) grounding of the technological solutions
for implementation of the museum; (5) development of virtual tour around the museum; (6) creation
of the project presentation; (7) evaluation of the project by fellow students, instructor and external
experts, if possible. The work on the project takes 16 hours, provided by the Program of the course in
the block «Practical tasks».</p>
      <p>1st stage (1-3 lessons): defining the subject area of the museum, the goals of its activities and
implementation technology, for example, page on social networks, blog, website, etc. Creation of the
collection in accordance of the subject area and the goals of museums are started on this stage.</p>
      <p>2nd stage (4-13 lessons): development of projects, which is accompanied by the publication of the
resource prototypes in the web space. It allows the participants to discuss the working process with
fellow students, as well as consult with the teacher and external experts.</p>
      <p>3rd stage (14-15 lessons): defense of the project in a student group and assessment of the project
by fellow students, teachers and external experts.</p>
      <p>In the process of implementation of aforementioned stages, the experimenters examinated the level
of students' mastering of cognitive operations related to the design of virtual museums in the
following components: (1) subject area of the museum, (2) implementation technologies, (3)
comprehension of the equality of technological and content components.</p>
      <p>The experiment was carried out for 3 years (2018/19 - 2020/21). It was attended by 36 third year
bachelors. The 2018/19 group was considered as a control group, and the 2019/20, 2020/21 groups
were considered experimental.</p>
      <p>
        The level of mastering cognitive operations (table 1) was checked on the basis of the taxonomy of
pedagogical goals by B. Bloom [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In the course of checking the knowledge of the control group, it
turned out that the students experience the greatest difficulties in comprehending the equality of
technological and content components, the least - in the choice of technologies for implementing the
project (2) identification of the museum subject area caused minor difficulties.
      </p>
      <p>To solve the identified problem in 2019/20 the following adjustments were made to the
pedagogical design of the course: a system of written assignments aimed at understanding the role of
humanitarian knowledge in the development of the museum was developed, and an excursion to the
multimedia center of the Russian Museum was organized. The result was a positive trend in the
development of these competencies.</p>
      <p>Circumstances of 2020/21 made possible to add changes in the conditions of the experiment via
involvement of external expertise of projects and activation of the online component of pedagogical
communication. Analysis of the results obtained allows us to draw the following conclusions.
External examination of projects (Nanjing Pedagogical University, Nanjing, China) led to an increase
in the quality of projects by introducing additions to the content which need for understanding the
materials by carriers of Chinese culture. Reducing classroom interaction with students does not have a
significant impact on the development of knowledge and the implementation of projects.</p>
    </sec>
    <sec id="sec-8">
      <title>5. The Results Discussion</title>
      <p>Hypothesis of the research is that the virtual learning environment requires special pedagogical
approaches and methods that are adequate to the content of the course and information and
communication technologies for its delivery. The presented study examined the implementation of the
project-based teaching method in a virtual learning environment.</p>
      <p>The virtual learning environment of the presented courses is digital content which includes files
are created by different developers, namely highly qualified professionals (experts from the Russian
Museum, St. Petersburg State University), members of student groups, and open sources. Thanks to
this, conditions are created for the development of such competencies as (1) understanding connection
and equality of digital and humanitarian components of electronic resources, (2) evaluation web
resources according to following criteria (2.1) reliability in context of their heterogeneity in the
scientific level of knowledge in connection of the level of the developers qualifications, as well as
(2.2) relevance to project tasks.</p>
      <p>
        In addition, the inclusion of a student in the interaction with the Network as a member of the
community of professionals working in the space of open resources at an early stage of training [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
allows solving the problem of mastering competencies related to research activities. For example, the
following activities can be carried out on the Web: implementation of student and expert projects;
conducting a variety of presentations of research results: from presentation in virtual class room to
maintaining pages in social networks and blogospheres. Also, it is possible to participate in various
forms of assessing the work of colleagues is possible: from intermediate and final attestation at the
university to participation in discussions with experts and blind review of the project results (virtual
museums in this case), etc.
      </p>
      <p>Finally, analysis of the projects results obtained shows that regarding technology, web sites are
mainly used as implementation technologies. Only one student chose a social network (Project
«Museum of Computer Games»). The blog has not been chosen by anyone.</p>
      <p>Themes of virtual museums developed by students: «Virtual Museum of Neuroart», «Virtual
Museum of Talking Walls», «Museum of the History of Computer Games», «Trail of the Silk Road
in St. Petersburg», «Countries of the Great Silk Road», «Retrospective of video games», «Internet
meme as an arts of youth» , «Where art meets technology», «Museum of Fonts», «Museum of Video
Games».</p>
      <p>Subject areas of sciences presented in the themes of virtual museums implemented by students in
2018 / 19-2020 / 21: art history, intercultural communication, history, social problems. They reflect
the digital humanities perspectives. Together with the data on the performance of other tasks, this
indicates the achievement of the set goals.</p>
    </sec>
    <sec id="sec-9">
      <title>6. Conclusion</title>
      <p>In the context of the concept of digital humanities, the presented methodology makes it possible to
implement an innovative direction of interdisciplinary research, which corresponds to contemporary
educational demands for the development of the competencies of a professional working in the
modern society.</p>
      <p>
        Also, the presented pedagogical solution is a methodology that allows students to be included in
the educational process and to implement activities related to the implementation of the functions of
scientific research, discoveries, innovations already at the stage of training future specialists [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. As
the study assignments are completed, students form a virtual museum as a prototype of an individual
professional environment that becomes a part of the virtual space of courses, and, consequently, a
virtual component of the learning environment of St. Petersburg State University. Hypothetically,
these spaces can be transformed into expert communities in the future professional life of their
authors. Tracking the process of origin and development of these hypothetical communities can lead
to very promising discoveries in the field of networked pedagogy in methodological and empirical
aspects.
      </p>
      <p>
        Finally, these pedagogical approaches are associated with expanding the accessibility of users to
digital materials based on an expert assessment of the compliance of electronic material with
educational goals [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
    </sec>
    <sec id="sec-10">
      <title>7. References</title>
    </sec>
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