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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Digital transformation</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>International European University</institution>
          ,
          <addr-line>Glushkov av., 42, Kyiv 03127</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>1</volume>
      <fpage>1</fpage>
      <lpage>12</lpage>
      <abstract>
        <p>According to international recommendations, the quality of computing education is influenced by the consideration of modern industrial trends and IT tendency, as well as the methodology of computer curricula. The transition to a new level of industry, characterized by robotics and cyber-socialization, brings a wave of new, never-before-seen challenges to the field of IT and programming. Under such conditions, it is impossible to achieve the desired synergistic effect of learning without the formation and actualization of the appropriate information environment in higher education institutions. One of the sources of the content of such an environment can be the publications of the world scientific community registered in international scient metric databases. On these sources, it becomes possible not only to provide effective digital educational content, but also to choose and use the latest technological means of learning supporting. A targeted review of primary sources in such a database allowed for the identification, selection, synthesis and evaluation of evidence related to the following research questions: (i) what industrial technological trends are analyzed in research, (ii) what information technologies are considered in research, (iii) what strategies are reflected in publications to overcome the above challenges of computing education. According to results of this study conducted on example of software engineering, it is proposed to improve the methodological support of computing education ontological modeling of the requirements integration a modern development trends in industry and IT sector, international recommendations and the capabilities of technologies learning tools. This approach is a good basis for the processes of intellectualization of educational environment information technological educational tools on their basis.</p>
      </abstract>
      <kwd-group>
        <kwd>technologies</kwd>
        <kwd>ontologies</kwd>
        <kwd>educational environment</kwd>
        <kwd>software engineering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In our time of digital transformations more and more attention has been paid to improving the
quality of computing education in the processes of forming the intellectual potential of humankind.
These approaches align with the Global Computing Education paradigms outlined in the latest release
of the CC2020 Computing Curricula report series from the Association for Computing Machinery
(ACM) and the IEEE Computer Society (IEEE-CS). Among the undergraduate programs covered by
this document, software engineering (SE) is a key discipline that is becoming the backbone of
technological progress. Software development is influenced by many factors, such as technology,
consumer preferences, and market factors. That is why SE is significantly different from other
educational disciplines in its versatility due to the integration of technical and technological
dominants with engineering approaches, economic categories and provisions of management. Due to</p>
      <p>2022 Copyright for this paper by its authors.
the constant increase in the number of technologies in the industry, the coming years will also see an
increase in trends in software development. Therefore, in order to develop modern and innovative
technologies, it is necessary to understand the latest trends and take into account the peculiarities of
SE. In turn, this causes certain difficulties in the organization of the process of software engineering
education (SEE) and requires constant updating of approaches, methodological support, methods and
learning tools. That is why it is expedient to consider the topic of research in the example of software
engineering.</p>
      <p>Analysis of the problem research in the world scientific literature shows that the development of
software engineering is significantly influenced by modern industrial trends, as well as trends in
information technologies and programming [1-3]. The transition to a new level of industry - "Industry
4.0", characterized by robotics and cyber-socialization, brings a wave of new, never-before-seen
challenges in the IT and programming spheres. Due to the complexity and rapidity of the development
of software technologies, the basis for acquiring knowledge about SE and applying innovations in this
area should be a shift in emphasis to the paradigm of a deep understanding of modern technological
processes and the acquisition of professional skills based on practice. Obviously, in such conditions,
it is impossible to achieve the desired synergistic effect without the formation of an appropriate
informational and educational environment in higher education institutions, which is provided for by
the relevant standards of higher education and requirements for internal quality assurance of
education. When designing and forming such an environment, the priority should be the
implementation of means of intellectualization, the principles of open education and the European
research space [4]. At the same time, it is expedient to introduce a transdisciplinary approach into this
process as the most generalized and universal, which overcomes the limits and shortcomings of
disciplinary fragmentation, provides a more complete picture of the world and relationships [5].
However, within the framework of the general problem of setting up an environment for educational
activities in the field of SE based on such systems, the task of forming information resources that
should reflect the above-mentioned technological trends is relevant. Based on them, it becomes
possible not only to provide effective digital educational content, but also to choose and use the latest
technological means of learning supporting.</p>
      <p>One of the sources of such content can be the publications of the world scientific community
registered in international scientometric databases, such as, for example, Scopus and Web of Science.
To provide a comprehensive view of what was said on a certain topic and by whom, the systematic
review method is effective. Such a high-level review of primary research on a targeted question
identifies, selects, synthesizes and evaluates all high-quality research evidence relevant to the question
at hand. As IT transforms and evolves so rapidly, such studies should be continually replicated to
examine how these changes affect the gap between curriculums and current industry expectations.</p>
      <p>The research goal is a systematic study of sources for finding informational, technological and
methodical ways to solve the current problems of ensuring the improvement of the quality of
computing education on the example of software engineering in the conditions of digital
transformation.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Analysis of recent research and publications</title>
      <p>For more than half a century of development of software engineering, many publications ranging
from fundamental editions to current publications in scientific journals and conference proceedings
provide a broad panorama of topics covering all stages and technologies of developing software
systems. Software engineering has changed significantly over the decades, while being a new
engineering discipline it is still evolving. This is confirmed by a systematic analysis [1] of a number
of publications over a certain period, each of which offered its own sets of principles for SE
development.</p>
      <p>In [2], based on a systematic review, the main phenomena influencing evolution of SE practices
and which helped the author to assess how this field got to where it was and where it is now are
determined. This article also identifies some of the major sources of change that will affect the
practice of software development over the next several decades and identifies some strategies for
assessing and adapting to these sources of change.</p>
      <p>In [3], a classification of many articles was carried out based on studies of trends in software
development, processes and practices, approaches to learning, and the evolution of IP over time. It is
shown that many trends other than Agile Software Development are relatively underrepresented in
academic organization. The study's findings point to existing gaps between the software industry and
education, providing useful insights for researchers, educators, and practitioners. An example of one
such publication is [6], in which, based on a comprehensive survey of IT professionals and
companies, it is determined that balancing technical/non-technical skills and adjusting curricula to
better prepare students for industry is a constant challenge for higher education institutions.</p>
      <p>At the same time, the proliferation and widespread use of agile methods have created enormous
challenges for innovation in SEE. These pedagogical innovations should be aimed at strengthening
the skills of students to achieve optimal results in the industry. However, recent research still points to
differences in what the industry requires. The main goal of the article [7] is to collect and analyze
scientific data on the skills necessary for the formation of flexible high-performance teams. In this
work, a systematic literature review was carried out to get a visualization of the scientific
contributions available in this topic.</p>
      <p>Taking into account the fact that in software development, knowledge is constantly updated, a
systematic review study [8] shows the need to focus attention on providing suggestions for tutorials
updating. The results of the work indicate the top 20 main topics in the educational programs of SE
field. At the same time, work [9] conducted a study of the problems and prospects of SEE based on a
questionnaire survey of teachers and experts. The results showed that the most used in software
engineering lectures is the problem-based learning approach, followed by gamification methods and
role-playing games, which are new trends to engage students. These conclusions are also confirmed in
the article [10], which provides a systematic reflection of the issues of gamification in software
engineering education: Based on literary sources, it is also shown that the application of gamification
in SEE is now more aimed at attracting students and, to a lesser extent, improving student knowledge.</p>
      <p>Another systematic review [11] aims to characterize the teaching and learning of the "Software
Requirements" discipline introduced as mandatory in most software engineering curricula. It is noted
that the process of teaching and studying this discipline is associated with a number of problems for
both teachers and students. To mitigate these problems, some review articles suggest techniques such
as providing students with realistic and applied environments to create more engaging and practical
learning.</p>
      <p>Systematic reviews can provide useful knowledge for the practice of software engineering by
consolidating and synthesizing empirical studies related to a specific topic. The work [12] used data
obtained by of a tertiary study, i.e. conducting a systematic review of published systematic reviews. It
is argued that the use of such more rigorous studies can lend greater authority to the findings of
systematic reviews and help build a body of robust empirical evidence that is relevant to teaching and
practice.</p>
      <p>Thus, the scientific and methodical prerequisites of education in SE field require further research
in the context of the priorities of modern technological trends. The conceptual basis of the study of
these issues is progressing, and the features of the educational environment are constantly developing.
Therefore, the relevance of the task consists in taking into account these processes in the methodical
principles of teaching in the design and development of a quality software product and ensuring their
wider coverage in educational activities</p>
    </sec>
    <sec id="sec-3">
      <title>3. The theoretical backgrounds research methodology</title>
      <p>The starting point of the research, which follows from the above analysis of sources, is the
recognition of the tangible impact on the content, methods and organizational forms of training in SE
of the characteristic features of the industry and the IT sphere, which at the current stage consist in the
growth of the dynamics of technological changes, in a sharp increase in the amount of information
needed for processing and learning.</p>
      <p>Researchers and specialists who offer innovative approaches to support SE educational process, in
their majority, rely on relevant models and methods, among which the prevailing ideas are: a
harmonious combination of related disciplines and various industry technologies; the importance of
creating appropriate training programs and choosing a suitable teaching method on the relevant topics
of technological trends; cooperation of subjects of the industry regarding the common goals of
education.</p>
      <p>After a long hiatus from the release of the SE 2014 (Software Engineering Curricular Volume),
international organizations have returned to considering the guiding principles of bachelor's programs
in computer professions, in particular SE. One of the four main principles followed by the task force
in the development of CC2020 is related to the need to take into account future trends and visions
from industry in the educational process, to monitor changes in technology and research from the
entire spectrum of society.</p>
      <p>From the analysis of this document and other sources, it can be concluded that all computer
disciplines, especially SE, should focus on professional know-how of industrial and information
technology trends. On the other hand, computer disciplines, like no other, need the support of the
educational process precisely by means of information technologies. Actually, these two factors raise
questions about the need to understand what attention are paid by scientists of the world community
to these areas, as well as which publications indicate promising research in this area.</p>
      <p>This systematic literature review followed the guidelines proposed by [13, 1] and other authors
should include at least three main stages: planning, conducting and reporting. At these stages, it is
advisable to implement the same steps. First, to identify the research questions related to a specific
topic, including the definition of components and acceptance criteria. Next, define a comprehensive
strategy for the systematic search of research candidates and implement it. The necessary data should
be extracted from the received corpus, and the results should be interpreted and presented. Finally, it
is advisable to evaluate the validity of the conclusions based on the relevant bibliography.</p>
      <p>Research questions are the starting point of a systematic review, as research directions and
methods of data analysis are determined based on them. This study has in mind the following research
questions:</p>
      <p>RQ1: What technological trends are analyzed in the research?
RQ2: What information technologies are considered in the studies?</p>
      <p>RQ3: What strategies are reflected in the publications to overcome the above challenges of
computing education, teaching, and learning?</p>
      <p>As inclusion and exclusion criteria, at least at the beginning of the study, it is suggested to rely on
the relevance and pertinence of search results for various search queries. The study suggests looking
at Elsevier search engine results in the Web of Science Core Collection when searching by
publication title, keywords, and abstract. In addition, the criterion of the number of publications found
for the search terms is used.</p>
      <p>Searching for sources begins with the formation of a text corpus of research based on search
queries that reflect the subject area, using relevant keywords such as software engineering, training,
education, etc., and their combinations. Publications are considered for the generally accepted time
span of 5 years, i.e., for 2017-2021.</p>
      <p>Further, in the obtained data array, it is proposed to select publications that consider modern
technological trends that already exist or are expected in the near future and cause a constant increase
in the information load in the field of SEE. The list of trends is prepared based on CC2020 and
information from leading IT companies, as well as work [2], which identifies some of the main
sources of changes that will affect the practice of software development over the next few decades, as
well as some strategies for evaluating and adapting to these sources of change. On this basis, Ishikawa
diagrams (Figure 1) were developed to identify the most significant factors (reasons) that affect the
final result. This chart helps identify the main trends that make the most significant contribution to the
vision of the picture.</p>
      <p>The next step is to select publications in a different direction, namely by technologies and learning
tools, the totality of which is determined based on the modern stage of their development and
application (Figure 2).</p>
      <p>In the future, it is necessary to work out the statistics of the results in order to find answers to the
proposed research questions.</p>
      <p>Industry 4.0
Digital transformation</p>
      <p>Global connection
Merger of technologies</p>
      <p>Robotics
Real-Time Streaming</p>
      <p>Enterprise Agile
Microservice architecture</p>
      <p>Mobile applications
Open Source Software
Low-Code / No-Code</p>
      <p>Python
JavaScript
Rust</p>
      <p>Embedded systems
System of system
Machine learning</p>
      <p>Artificial intelligence
Cognitive technologies</p>
      <p>Blockchain
Internet of Things</p>
      <p>Cybersecurity</p>
      <p>Data science</p>
      <p>Cloud computing</p>
      <p>Ambient computing</p>
      <p>Agile Software Development
Large-scale engineering</p>
      <p>Group dynamics, Teamwork
Commercial off-the-shelf</p>
      <p>DevOps</p>
      <p>Global Software Engineering
Continuous Software Engineering</p>
      <p>Lean Startup</p>
      <p>Reusability
Information Technologies</p>
      <p>High-performance computing</p>
      <p>Quantum computing</p>
      <p>Biocomputer</p>
      <p>SEE
Programming</p>
      <p>Software Engineering</p>
    </sec>
    <sec id="sec-4">
      <title>4. Research findings</title>
    </sec>
    <sec id="sec-5">
      <title>4.1. Approach to publications selection</title>
      <p>The implementation of the proposed methodology was started with a search query (educati* OR
learning OR teaching OR training OR curriculum* OR course) AND software engineering, which
provided a significant number of results. Their preliminary analysis showed low relevance of the
search. Further refinements resulted in a search for teaching AND “software engineering” that
produced a report of 746 results, of which 568 were conference proceedings and 170 were articles.
The conducted analysis has already shown a sufficiently high pertinence of the results, as a result of
which a decision was making to conduct further research on this corpus.</p>
      <p>Regarding the general characteristics of the obtained material, it should be noted that the number
of citations of the selected works at the time of the research was 1718, that is, on average; it is not
much – only 2,3 per document. From the chart of publications and citations due to a decrease in the
number of publications (Figure 3), it follows that starting from 2019, a significant decline in the
number of publications, and later in the number of citations, began. To some extent, this can be
explained by the Coronavirus Disease (COVID-19) pandemic, but other searches clearly do not
support this assumption.</p>
      <p>The decline of researchers' interest in the topic of software engineering education is rather related
to "reaching a plateau" - the saturation of publication materials for more than forty years of research
in this field and a certain stabilization of the development of international recommendations on
computer education.</p>
      <p>According to Elsevier's criteria, the work that best meets the search conditions is [14]. This work
examines Flipped learning of software engineering and proposes a method of its reformation based on
the project approach. The work that received the largest number of citations – 60 – is the
abovementioned work [1].</p>
      <p>In the Table 3 – 3 provide data on the top 10 by the number of publications, respectively, by
institutions, with which the publications of the sample are affiliated, countries, and authors.</p>
      <sec id="sec-5-1">
        <title>Institution</title>
      </sec>
      <sec id="sec-5-2">
        <title>Universidad politecnica de Madrid</title>
      </sec>
      <sec id="sec-5-3">
        <title>Universidade Federal do Para</title>
      </sec>
      <sec id="sec-5-4">
        <title>University of North Carolina</title>
      </sec>
      <sec id="sec-5-5">
        <title>Babes Bolyai university from Cluj</title>
      </sec>
      <sec id="sec-5-6">
        <title>Universidade Federal de Santa</title>
      </sec>
      <sec id="sec-5-7">
        <title>Catarina</title>
      </sec>
      <sec id="sec-5-8">
        <title>Technical university of Munich.</title>
      </sec>
      <sec id="sec-5-9">
        <title>Dhirubhai Ambani institute of information and communication technology</title>
      </sec>
      <sec id="sec-5-10">
        <title>KU LEUVEN</title>
      </sec>
      <sec id="sec-5-11">
        <title>California State University system</title>
      </sec>
      <sec id="sec-5-12">
        <title>Carnegie Mellon University</title>
        <p>
          According to the diagram in Figure 4, without taking into account the possibility of using several
terms in one work, almost a third of the works - 32.6% consider modern technological trends. The
chart does not include such trends as Industry 4.0 (1 publication), Digital transformation,
Digitalization (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), System of system (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Quantum computing (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Lean Startup (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), COTS (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Real
Time (
          <xref ref-type="bibr" rid="ref7">7</xref>
          ), Global connection (0), Merger of technologies (0), Enterprise Agile (0), Cognitive
technologies (0), Data science (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), Blockchain (0), Ambient computing (0), Biocomputer (0),
Highperformance computing (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ). In fact, the general term Industry is mentioned in 133 works (17.7%),
which indicates a significant attention of researchers to industrial challenges.
        </p>
        <p>
          Similarly, the diagram of Figure 5 was constructed, which includes 15 means of information
technologies supporting the educational process from those shown in fig. 2, which received the largest
number of publications. Not included in this chart Reusability (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Continuous Software Engineering
(0), Microservice architecture (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Low-Code / No-Code (0), Rust (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ).
        </p>
        <p>According to the diagram in Figue 5, without taking into account the possibility of using several
terms in the work, already more than half of the works - 53.4% are devoted to the consideration of
issues of technological means of education.</p>
        <p>In this way, two groups of publications with a total volume of approximately three quarters of the
corpus were formed, the analysis of which mainly provides answers to the review questions RQ1 and
RQ2. But what do the authors of another quarter of the works write about? As a result of a more
careful examination of this ensemble of publications, several significant collections of works were
found that considered certain technologies and teaching methodologies (Figure 6).</p>
        <p>
          A group of other fairly diverse publications was also identified. In relation to technological trends,
traditional methodologies are mentioned: Project Management (44), Business Information
Technology (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Model-Driven Engineering, or Model-Based Software Engineering (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), Software
Language Engineering (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Empirical software engineering (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), Requirement engineering (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), Human
computer-interaction HCI (9), Programming paradigms (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), Software quality (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), COCOMO (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), as
well as new trends such as Green and Sustainable Software Engineering (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), Search-based Software
Engineering (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Cyber-physical systems (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), Multi-Agent Systems (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), Big Data (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), and some others.
        </p>
        <p>
          In a group of other articles devoted to educational technologies, such concepts are used as Smart
education, or Smart pedagogy (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), Case-Based Learning (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), Problem-based learning (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ), Teaching
modelling (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), Computational thinking and constructionism(
          <xref ref-type="bibr" rid="ref6">6</xref>
          ), Learning tools (
          <xref ref-type="bibr" rid="ref6">6</xref>
          ), Classroom design
(
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Virtual Campus (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), Learning ontology (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ), Android-based teaching (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), STEM (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), Collaborative
Learning (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), Cooperative Learning Method (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ), Eye Tracking (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), MOOCs - Massive Open Online
Courses (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ), Conceptual data modelling (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ), Software Testing Educating (23), Teach Requirements
Engineering (
          <xref ref-type="bibr" rid="ref6">6</xref>
          ), Startup Software Development Education (
          <xref ref-type="bibr" rid="ref5">5</xref>
          ), Micro-Learning Application (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ), and
some others.
        </p>
        <p>Gamification
76; 10,19%
Blended
learning
10; 1,34%</p>
        <p>Soft skills
21; 2,82%</p>
        <p>Scrum
Methodology
46; 6,17%</p>
        <p>Project-based
learning
52; 6,97%</p>
        <p>Flipped
education
29; 3,89%</p>
        <p>Other
142; 19,03%</p>
        <p>Case-Based
learning
9; 1,21%
Requirements
engineering
30; 4,02%
Collaborative
learning
17; 2,28%</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Strategies reflected in publications</title>
      <p>In order to find an answer to RQ3, naturally, it is necessary to conduct an analysis of publications
that simultaneously used terminology from two or even three groups of publications identified as a
result of the review. Consequently, 215 such works were found (28.82%).</p>
      <p>Therefore, for example, in work [15] four terms from different groups are used - Large-scale
engineering, Learn environment, Gamification, Flipped. The purpose of this study is to apply an
innovative pedagogy called the flipped classroom to create a student-centered learning environment
for software development, particularly in the direction of industrial scale projects. In work [16] 8
terms are used – IoT, Global Software Engineering, e-learning, Smart education, Collaborative
learning, Cloud-based learning, Web learning, Project-based learning. The paper presents a series of
distributed virtual intellectual e-learning courses conducted by universities in Japan, Germany and Sri
Lanka based on contextual and project-based learning, collaborative learning and teaching using
video conferencing and cloud platforms. These innovations are offered in response to industrial
challenges in the ability to manage distributed projects and cross-cultural communication skills to
collaborate effectively in international teams. In [17], which also practices several terms from
different groups, the use of special software for real-time collaboration of distributed companies as a
learning tool in the field of SEE is proposed. This paper concludes that students actively participate in
such challenges and are more motivated to practice their skills during online exercises.</p>
      <p>A significant contribution to improving the industrial relevance of higher education in SE is
teaching more efficient ways of working as a software developer. One of them is the automation of
repetitive parts of work to help focus on tasks that directly create value for customers and the
business. For this, the achievements of artificial intelligence and robotics should be involved. The
document [18] notes that robots are a popular platform for introducing novice programmers to
computing and artificial intelligence. The paper presents a platform for students to safely and easily
program high-performance robots using JavaScript. At the same time, in the article [19] it is generally
proposed to combine the teaching of artificial intelligence and software engineering, since both are
engaged in modeling real cases, having common elements. In addition, it emphasizes the importance
of students following the best practices of industrial teams.</p>
      <p>Finally, it would be interesting to know about the research interests of the most active authors
identified as a result of this review (see Table 3). Take for example the work of the first author
Mottok J., most of which, by the way, was written in co-authorship with the second-ranked Reuter R.
An analysis of their works shows that they use such terms as Active video watching, Soft skills, Eye
movements, UML Modeling, Competence Assessment, Reflection, Competence Development, Secure
Software Engineering, IT Security, SEMAT (Software Engineering Method and Theory); Digital
Game-Based Learning (DGBL), Open Source Software, Start-up education; Project-based learning;
Internet of Things, Inductive teaching, Heuristic, Augmented Reality, Flipped classroom;
Programming robotics; Virtual Classroom, Distance learning; CDIO
(Conceive-Design-ImplementOperate), SAFe (Scaled Agile Framework). The list shows that the strategies reflected in publications
of these authors are mainly aimed at overcoming the problems of improving teaching and learning,
and to a lesser extent at analyzing the impact of industry trends. This actually agrees with authors
strategies other publications that were considered.</p>
      <p>On completion, it is necessary to pay attention to the significant variety of terms and definitions
used in the publications revealed as a result of the conducted review. Related to this is the serious
problem of different understandings and/or interpretations of terminology inherent in the educational
environment (the same, of course, happens in other areas). Appropriate information models, in
particular based on computer ontologies, which have recently gained considerable popularity in
various fields, can help alleviate such communication problems [20]. In [21], one of the first issues
raised was the use of ontologies in software research and software projects. Mainly, this work
highlights two applications of ontologies in software engineering and software technology: sharing
knowledge about a problem domain and using a common terminology among all stakeholders. In turn,
the goal of the article [22] is an attempt to propose an ontology for informational decision support in
Software Engineering Management tasks.</p>
      <p>Having ontological approach, it is possible to display the relationship of the terms used in the
publications of the sample (Figure 7). A fragment of such an ontology provided to simplify
visualization. This example is actually a meta-ontology of the domain to which this study is devoted.</p>
      <sec id="sec-6-1">
        <title>Web learning UML</title>
      </sec>
      <sec id="sec-6-2">
        <title>Gamification</title>
      </sec>
      <sec id="sec-6-3">
        <title>LEGO</title>
      </sec>
      <sec id="sec-6-4">
        <title>Online</title>
      </sec>
      <sec id="sec-6-5">
        <title>Learning analytics</title>
      </sec>
      <sec id="sec-6-6">
        <title>Visualization</title>
      </sec>
      <sec id="sec-6-7">
        <title>Multimedia</title>
      </sec>
      <sec id="sec-6-8">
        <title>Virtual Reality</title>
      </sec>
      <sec id="sec-6-9">
        <title>Industry</title>
      </sec>
      <sec id="sec-6-10">
        <title>Agile Software</title>
      </sec>
      <sec id="sec-6-11">
        <title>Development</title>
      </sec>
      <sec id="sec-6-12">
        <title>Cloud computing IoT</title>
      </sec>
      <sec id="sec-6-13">
        <title>Large-scale engineering</title>
      </sec>
      <sec id="sec-6-14">
        <title>Embedded systems</title>
      </sec>
      <sec id="sec-6-15">
        <title>Artificial intelligence</title>
      </sec>
      <sec id="sec-6-16">
        <title>Python</title>
      </sec>
      <sec id="sec-6-17">
        <title>E-learning</title>
      </sec>
      <sec id="sec-6-18">
        <title>Flipped education</title>
      </sec>
      <sec id="sec-6-19">
        <title>Infrastructure</title>
      </sec>
      <sec id="sec-6-20">
        <title>Learn</title>
        <p>environment</p>
      </sec>
      <sec id="sec-6-21">
        <title>Project-based learning</title>
      </sec>
      <sec id="sec-6-22">
        <title>Laboratory</title>
      </sec>
      <sec id="sec-6-23">
        <title>Collaborative learning</title>
      </sec>
      <sec id="sec-6-24">
        <title>Blended learning</title>
      </sec>
      <sec id="sec-6-25">
        <title>Cloud-based learning</title>
      </sec>
      <sec id="sec-6-26">
        <title>Mobile learning</title>
        <p>Within the framework of the general problem of setting up the environment of educational activity
based on information systems, the task of developing reasonable methods of processing informational
educational resources is relevant. Ontological modeling is a good basis for the processes of
intellectualization of such systems and the construction of appropriate technological software tools on
their basis.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>5. Conclusions and prospects for further research</title>
      <p>The global industrial demand for highly qualified software engineers in the context of digital
transformation is continuously growing. Many countries are constantly experiencing a shortage of
developers. On the other hand, the analysis shows that there are gaps between the industry,
technological trends and education. Many modern trends are reflected in publications relatively
minor.</p>
      <p>The industry's need for software engineers will grow faster than educational institutions can train
new personnel. It is believed that the main reasons for this deficit lie in the slowness of the adaptation
of the education system to the current needs of the market and in the difficulty of students acquiring
relevant practical skills. Thus, the key solution should be to increase the level of industrial and market
relevance of education.</p>
      <p>In today's conditions, educational activities in general and SE in particular, are characterized by
constantly growing unstructured textual and multimedia content, which is demonstrated by the
conducted research. In practice, processing this content is associated with tangible problems. This
controversy gives rise to the restraint of innovative development of the field of education with SE,
which negatively affects the pace of its actualization. To some extent, it is proposed to fill the
abovementioned gaps on the basis of information modeling of the educational environment and the
introduction of appropriate progressive information technologies to support the educational process.</p>
      <p>Systematic reviews of the literature, similar to the one conducted, can be the basis for the
formation of information resources maintained by information systems supporting educational
activities. These resources can be used not only by responsible persons and by university teachers for
the formation and development of relevant educational and methodical materials, but also directly by
students in the educational process.</p>
    </sec>
    <sec id="sec-8">
      <title>6. Acknowledgements</title>
    </sec>
    <sec id="sec-9">
      <title>7. References</title>
      <p>Thanks to the groups of students of the International European University who helped in selection
and processing of research data.
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