RU

Keyword: «designing»

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The authors propose to consider the concept of “developing computer game” not only as a learning tool, but also as an object of design, reorienting the gaming activities of pupils on the process of creating your own game projects. The authors investigate the willingness of pupils to design computer games and propose variants of programs that can be used as a tool for implementation of the gaming applications.
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The author discusses the practice of introducing the didactic games in training process of bachelors-constructors of light industry products in technological university.
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The analysis of approaches to the definition of "Pedagogical Design" concept in domestic and foreign studies in the field of ergonomics and e-learning is made in this article. Educational resources used in electronic and traditional education are analyzed. The authors suggest the integration levels of pedagogical design objects at different stages of new information technologies designing from the viewpoints of ergonomics and pedagogical psychology.
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The urgency of the problem under study is in an attempt to design the formation model of scientific creative potential of a master's level student in the context of this process concept. To immerse the future master in the innovative educational environment of the university, it is necessary to develop his scientific and creative potential. However, the conceptual provisions of the graduate student scientific and creative potential formation process are insufficiently substantiated in the theory and practice of higher education pedagogy; it is necessary to settle issues of the development of scientific potential concept formation. The purpose of the work is to acquaint readers with the theoretical and practical aspects of designing the model of modern graduate students’ scientific creative potential formation. The leading approach to the study of the problem is the design of a graduate student’s scientific creative potential formation. The following approaches and principles are chosen as a conceptual basis for designing: the system-target approach, the principles of consistency and goal-setting; personality-oriented approach and the principle of cultural and historical development; a subject-oriented approach, including the principle of personality subjectivity; anthropological approach, including the principles of eventfulness, nature conformance, cultural congruence; synergistic-integrative approach and the principles of differentiation, synergism and integration; competence-oriented approach. The leading approach is subject-oriented one, based on a graduate student’s subjectivity development principle. The main results of the article are in designing the formation of scientific creative potential of the modern graduate student based on the working out indicative markers (indicators) of this process success, which consists in creating conditions for the development of the graduate student as a subject of research and practical scientific activity. The theoretical and practical significance of the article lies in working out components and indicators of the master's level student’s scientific creative potential formation in the discourse of this process concept. The practical significance of the study lies in the adaptability and focus on improving the quality of master's education.
The problem of managing the development of the organization of education on the basis of scientifically based design is considered. The purpose, tasks of project activity, strategies of school development are defined, approaches of school leaders to pedagogical design are described, recommendations on school development design are offered.