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Keyword: «meta–subject skills»

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Currently, the basic education system is undergoing transformations related to the establishment of guidelines for the personal development of students and relevant competences, the so-called «soft skills». At the same time, one of the complex tasks of school mathematical education is the integrated formation of meta-subject skills and creativity in school students. The analysis of research on this problem in domestic and foreign literature and educational practice allows us to reveal diverse techniques and methods for developing students' creativity. However, the issue of using the potential of the digital educational environment remains relevant, which allows us to enhance the effectiveness of this process, taking into account the characteristics of the modern generation of adolescents. The purpose of the article is to present a methodology for developing and evaluating students' creativity based on themed web quests in the process of mathematical training in grades 7-9. A set of scientific methods was used to achieve this goal. The theoretical basis of the study consisted of: analysis and generalization of scientific, pedagogical and methodological literature in order to determine the main provisions of the studied problem; systematization of the information received; modeling. Empirical methods included questioning of students for self-assessment of meta-subject and creative skills; analysis and evaluation of students' creative products; primary static data processing, their graphical representation (in the form of diagrams) and comparative analysis. Personality-oriented and problem-based approaches were chosen as the leading methodological approaches in the design of themed web quests, and gamification technology was chosen as the leading educational technology. Based on the selected approaches, the characteristics of the original author's web quests were identified: integration of personal and game context; priority of creative development; maximum visualization; thematic focus; problem-based part of the tasks; digitalization of content; creation of quest plots based on the children's film and game industry. To illustrate the characteristic features of the content of the designed web quests, the author gives examples of geometry quest tasks for 7th grade students created using the Google Sites website builder. A methodology for evaluating the creative component of the quest results (creative product) is presented; criteria and indicators for determining the level of «small» creativity of a student («Follower", «Initiator", «Strategist") are defined. To illustrate the author's methodology, the results of testing a web quest for 8th grade students on the topic «Square» are presented, and a primary statistical analysis is shown to assess the creativity of students.
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In the modern paradigm of school education, the formation of universal learning actions (ULA) among students becomes significant because they ensure a broad orientation of schoolchildren both in various subject areas and in various types of cognitive activity. The Federal State Educational Standard of Basic General Education, defining the meta-subject results of learning the basic educational program, actualizes the task of their formation by means of subject disciplines (including mathematics). Despite the great number of research that touch upon the structural, substantive, procedural, technological and diagnostic aspects of universal learning actions formation among schoolchildren in the process of mathematical training, the systematic organization of mathematical education for the integrated formation of meta-subject and subject skills, self-determination and creative development of all categories of secondary school students has not been sufficiently studied. New educational opportunities for the development of ULA, which are opened on the basis of modern digital technologies, have not been fully realized. The purpose of the article is to present the main ideas of the concept of key ULA formation among students in grades 5 – 9 in the process of mathematical training in the context of digital transformation of education. To achieve this goal, a set of theoretical methods was used, as well as such methods of empirical research as pedagogical observation, generalization of pedagogical experience, and the use of specialized computer programs. The leading methodological approaches in the construction of the author's original concept were chosen systemic (the basis of scientific knowledge), systemic activity-oriented (ensures the development of the student's personality based on the acquisition of universal methods of activity by means of the academic subject "Mathematics"), environmental (ensures the availability of a subject-based active digital educational environment), informational (provides the option of creating individual learning trajectories, application of synchronous and asynchronous technologies and the implementation of models of blended teaching mathematics). The core of the pedagogical concept is represented by the patterns and principles of the formation of key universal learning actions. On the basis of the selected methodological approaches, patterns and principles, the leading provisions of the concept are formulated, which form the ground for designing a model of the corresponding methodological system.