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“modern educational technologies as the main means of implementing the fgos. Modern pedagogical technologies that are effective for implementing the requirements of the Federal State Educational Standard of Basic General Education Modern pedagogical technologies as an implementation tool

Tatiana Klimovskaya
Modern educational technologies as a means of increasing efficiency educational activities GEF up to

Quality education is the most important factor in the formation of a person, affecting the change in the quality of his life and society as a whole. Contemporary quality education is first and foremost education that contributes to the formation of a person, the development of himself, his image as a unique individual. Today it is important not so much to form knowledge as to develop in a person the mechanisms of his self-development, self-regulation, self-education, thereby helping the pupil to become a person who knows how to live in peace and harmony with himself and others, nature and culture.

In the context of the implementation of the federal state educational preschool standard education changed approaches to organization educational process . On the present stage educational process is a systemic, holistic, developing over time and within a certain system, purposeful process of interaction between adults and children, which is personally oriented, aimed at achieving socially significant results, designed to lead to transformation personal properties and qualities of pupils. In this regard, before preschool educational organizations are faced with the problem of revising the target foundations of its functioning, the task of changing the content education, forms and methods of organization educational activities, the role of the teacher.

How how to organize educational process in the ECE in terms of implementation GEF DO? Of course, a change in approaches to building interaction between an adult and a child, the inclusion of innovative educational technologies, aimed at improving the efficiency of educational activities.

let's let's turn to the main definitions:

Technology- a set of techniques used in any business, skill, art (dictionary).

Pedagogical technology- this is a set of psychological and pedagogical attitudes that determine a special set and layout of forms, methods, methods, teaching methods, educational funds; it is an organizational and methodological toolkit of the pedagogical process (B. T. Likhachev).

Let's focus on the structure educational technology in which there are three main constituents:

The conceptual part is the scientific base technology, i.e., psychological and pedagogical ideas that are laid in its foundation.

The procedural part is a set of forms and methods of educational children's activities, methods and forms of work of the teacher, activities teacher to manage the process of mastering the material, diagnostics of the learning process.

In terms of implementation GEF BEFORE become the most relevant technology:

Health saving;

socio-gaming;

Technologies of project activity;

Research technology;

Technology organizing a joint activities;

Technology"Portfolio";

Information and communication technology and others.

Let's turn to technology, the most demanded and frequently used by educators in educational activities: game - leading view preschool child activities, therefore socio-game technologies(abbreviated SIT) plays a leading role.

What does this term mean?

socio-“organization of classes as games between microgroups (small societies - hence the term "socio";

gaming - one of the leading types activities at preschool age;

technology from others. -Greek techno - art, skill, ability; logo - "word", "thought", "meaning", "concept") i.e. the mastery of the word, the art of the word.

The authors and developers of this technology Shuleshko Evgeny Evgenievich, psychologist and teacher, Bukatov Vyacheslav Mikhailovich - Doctor of Pedagogical Sciences, one of the main developers of the socio-playing style of learning, Ershova Alexandra Petrovna - teacher.

The basis of socio-game pedagogy is laid in words: “We do not teach, but we establish situations where their participants want to trust each other and their own experience, as a result of which there is Effect voluntary education, training and learning.

socio-gaming technology at the preschool level education- this is, first of all, the development of the child in playful communication with peers means competent pedagogical leadership, coming from the capabilities and needs of children. I suggest you get acquainted with the model of relations in the socio-game technology: relations of all participants educational processes are built on the principles of equality and partnership. We are all different, everyone has their own opinion, so it is necessary to listen to the interlocutor and come to a consensus. In collective learning we do three step: first step - listen and think (independent work, 2 - share with a partner (learning dialogue, 3 - share understanding) (presentation of results).

socio-gaming technology has its classification:

Game-tasks for a working mood - can significantly reduce occurrences in educational activities. The main task of the games is to arouse interest in each other, to make the participants in the game dependent on each other, providing a common promotion mobilization of attention;

Warm-up games (discharging). The principle of universal accessibility, an element of competition for a ridiculous, frivolous win. They are dominated by the mechanism active and psychologically effective rest;

Games of a socio-playing nature (involvement in the case, during which business relationships are built between the teacher and children and children with a friend. They can be used both in the process of assimilation and consolidation of educational material;

Games of creative self-assertion. When performing them, the artistic and performing result of the action is taken into account;

Freestyle games (at will). Games that require space and freedom of movement, i.e. they cannot always be played in a room (mobile games of a different nature).

The main characteristics of socio-gaming technologies can be revealed in the following rules:

Change of leadership - work in small groups involves collective activity, and the opinion of the whole group is expressed by one person - the leader. Moreover, the children choose the leader themselves and he must constantly change;

Motor activity, change of scenes - educational, joint and independent activity should be combined with physical activity and a change of scene, which helps to relieve emotional stress. Can communicate in different corners: in the center, at the tables, on the floor, in the reception area, etc.);

Changing the tempo and rhythm - changing the tempo and rhythm is helped by a time limit, for example, using an hourglass. It must be understood that each task has its own beginning and end, and of course requires a certain concentration;

Integration of all kinds activities - in accordance with modern requirements allows you to create a model of the organization of the pedagogical process. Training takes place in game form, for this you can use various games that develop attention, hearing, thinking, imagination the ability to interact with each other. Integration of content allows the child to express himself brighter in one form or another. activities, and for the teacher - an opportunity for self-realization, self-expression, creativity;

Orientation to the principle of polyphony - you chase after 133 hares, you look and you catch a dozen. It is more interesting for a child to acquire knowledge together with peers, and a teacher should not teach, but be able to listen and hear children, trust them.

Their motivational freedom (voluntariness);

Information initiative (communication);

Business competence.

One of the most requested technologies used by teachers in educational activity is technology research, design activities. The project method is a pedagogical technology, the core of which is an independent activity children - research, cognitive, productive, during which the child learns the world and translates new knowledge into real products. The project method is based on the idea that is the essence of the concept "project", its pragmatic focus on the result that is obtained when solving one or another practically or theoretically significant problem. This result can be seen, comprehended, applied in real practice. activities. The purpose of the research activities in kindergarten- to form in preschoolers the main key competencies, the ability for a research type of thinking. This technology applicable from the youngest preschool age when, in the process of simple experiments, experiments, children learn to establish the simplest connections and patterns, and at an older age they are able to design their own activity in various directions.

I would like to focus on including activities with children technology mind maps by Tony Buzan. It's comfortable and efficient technique visualization of thinking and alternative writing.

These are thoughts put on paper in a graphic way. It is this approach - framing thoughts into graphics images and is the mechanism that starts the work of the right hemisphere of the brain!

This is not a very traditional, but very natural way of organizing thinking, having several undeniable advantages before the usual recording methods.

Applications of intelligence kart:

Joint planning of the goals of studying a topic using technology"mind map";

Learning new material;

Repetition of previously studied material;

Presentation of the results of the project activities.

Intelligence properties - kart:

Visibility (the whole problem with its many sides can be seen at a glance.)

Attractiveness (a good mind map of your aesthetics, it is not only interesting to look at it, but also pleasant.)

Memorability (due to the work of both hemispheres of the brain, the use images and colors of the mind map are easy to remember.)

Timeliness (mind map helps to identify the lack of information and understand what information is missing.)

Creativity (intelligence map stimulates creativity, helps to find non-standard ways to solve a problem.)

In the age of information technologies impossible to do without including activity with children information and communication technologies.

ICT allows you to show information on the screen in a playful way, which is of great interest to children, as it corresponds to the main view. preschooler activities - game. In an accessible form, bright, figuratively, present preschoolers with material that corresponds to the visual figurative thinking of preschool children. Attract the attention of children with movement, sound, animation, but do not overload the material with them. To promote the development of research abilities, cognitive activity, skills and talents in preschoolers.

Technological approach, that is, new pedagogical technology guarantee the achievements of the preschooler and further contribute to their success in school. Every teacher is a creator technology. For a teacher who has learned to work on technological level, will always be the main reference point for the cognitive process in its developing state. Charles Dickens said "A man cannot truly improve unless he helps others to improve."

Modern pedagogical technologies effective for the implementation of the requirements of the Federal State Educational Standard of basic general education.

Peculiarityfederal state educational standards general education - their activity character, which makes the development of the student's personality the main task. modern education abandons the traditional presentation of learning outcomes in the form of knowledge, skills and abilities; the wording of the Federal State Educational Standard points toreal activities .

The task at hand requires a transition to a newsystem-activity educational paradigm, which, in turn, is associated with fundamental changes in the activities of the teacher who implements the new standard.

Oftenpedagogical technology defined as:

A set of techniques is an area of ​​pedagogical knowledge that reflects the characteristics of the deep processes of pedagogical activity, the features of their interaction, the management of which ensures the necessary efficiency of the educational process;

A set of forms, methods, techniques and means of transferring social experience, as well as the technical equipment of this process.

In the context of the implementation of the requirements of the Federal State Educational Standards LLC, the most relevant aretechnology:

1 Information and communication technology

2 Critical thinking development technology

3 Design technology

4 Developmental learning technology

5 Health-saving technologies

6 Problem-based learning technology

7 Gaming technologies

8 Modular technology

9 Workshop technology

10 Case - technology

11 Integrated learning technology

12 Pedagogy of cooperation.

13 Technologies of level differentiation

14 Group technologies.

15 Traditional technologies (class-lesson system)

one). Information and communication technology

The use of ICT contributes to the achievement of the main goal of modernizing education - improving the quality of education, ensuring the harmonious development of a person who is oriented in the information space, attached to the information and communication capabilities of modern technologies and possessing an information culture, as well as presenting the existing experience and identifying its effectiveness.

I plan to achieve my goals through the implementation of the followingtasks :

· to use information - communication technologies in the educational process;

to form in students a steady interest and desire for self-education;

Formation and development of communicative competence;

direct efforts to create conditions for the formation of positive motivation for learning.

In recent years, the question of the use of new information technologies in middle school. These are not only new technical means, but also new forms and methods of teaching, a new approach to the learning process. The introduction of ICT in the pedagogical process increases the authority of the teacher in the school community, as teaching is conducted at a modern, higher level. In addition, the self-esteem of the teacher himself, who develops his professional competencies, is growing.

At present, it is necessary to be able to receive information from different sources, use it and create it yourself. The widespread use of ICT opens up new opportunities for the teacher in teaching his subject, and also greatly facilitates his work, increases the effectiveness of teaching, and improves the quality of teaching.

2) Technology of critical thinking

What is meant by critical thinking?Critical thinking - the type of thinking that helps to be critical of any statements, not to take anything for granted without evidence, but at the same time be open to new ideas and methods. Critical thinking - necessary condition freedom of choice, forecast quality, responsibility for one's own decisions.

The constructive basis of the "technology of critical thinking" is the basic model of three stages of the organization of the educational process:

・At the stagecall the existing knowledge and ideas about what is being studied are “called” from memory, actualized, personal interest is formed, the goals of considering a particular topic are determined.

· On the stageunderstanding (or realization of meaning), as a rule, the student comes into contact with new information. It is being systematized. The student gets the opportunity to think about the nature of the object being studied, learns to formulate questions as he correlates old and new information. There is a formation of one's own position. It is very important that already at this stage, using a number of techniques, it is already possible to independently monitor the process of understanding the material.

stagereflections (reflection) is characterized by the fact that students consolidate new knowledge and actively rebuild their own primary ideas in order to include new concepts in them.

In the course of working within the framework of this model, schoolchildren master various ways of integrating information, learn to develop their own opinions based on comprehension of various experiences, ideas and ideas, build conclusions and logical chains of evidence, express their thoughts clearly, confidently and correctly in relation to others.

Basic Methodological Techniques for the Development of Critical Thinking

1. Reception "Cluster"

2. Educational brainstorming

4. Intelligent warm-up

5. Essay

6. Reception "Basket of ideas"

7. Method of control questions

8. Reception "I know .. / I want to know ... / I found out ..."

9. Yes - no

3). Design technology

The project method is not fundamentally new in world pedagogy. It originated at the beginning of this century in the United States. It was also called the method of problems and it was associated with the ideas of the humanistic direction in philosophy and education, developed by the American philosopher and teacherJ. Dewey , as well as his studentW. H. Kilpatrick. It was extremely important to show the children their personal interest in the acquired knowledge, which can and should be useful to them in life. This requires a problem taken from real life, familiar and significant for the child, for the solution of which he needs to apply the acquired knowledge, new knowledge that has yet to be acquired.

The teacher can suggest sources of information, or can simply direct the students' thoughts in the right direction for independent search. But as a result, students must solve the problem independently and in joint efforts, applying the necessary knowledge, sometimes from different areas, to get a real and tangible result. All work on the problem, thus, acquires the contours of project activity.

Purpose of technology - to stimulate students' interest in certain problems, involving the possession of a certain amount of knowledge and through project activities, providing for the solution of these problems, the ability to practically apply the acquired knowledge.

The project method attracted the attention of Russian teachers as early as the beginning of the 20th century. The ideas of project-based learning arose in Russia almost in parallel with the developments of American teachers. Under the guidance of the Russian teacher S.T. Shatsky in 1905, a small group of employees was organized, trying to actively use project methods in teaching practice.

Practical application of design technology elements.

The essence of the project methodology is that the student himself must actively participate in obtaining knowledge. Project technology is practical creative tasks that require students to use them to solve problematic tasks, knowledge of the material at a given historical stage. Mastering the culture of design, the student learns to think creatively, to predict possible options for solving the problems facing him. Thus, the design methodology:

1. characterized by high communicativeness;

2. involves the expression by students of their own opinions, feelings, active involvement in real activities;

3. a special form of organizing the communicative and cognitive activity of schoolchildren in the classroom;

4. based on the cyclical organization of the educational process.

Therefore, both the elements and the actual technology of the project should be applied at the end of the study of the topic in a certain cycle, as one of the types of a repetitive-generalizing lesson. One of the elements of such a methodology is a project discussion, which is based on the method of preparing and defending a project on a specific topic.

four). Problem learning technology

Today underproblem learning is understood as such an organization of training sessions that involves the creation of problem situations under the guidance of a teacher and the active independent activity of students to resolve them, as a result of which there is a creative mastery of professional knowledge, skills, abilities and the development of mental abilities.

The technology of problem-based learning involves the organization, under the guidance of a teacher, of independent search activities of students to solve educational problems, during which students form new knowledge, skills and abilities, develop abilities, cognitive activity, curiosity, erudition, creative thinking and other personally significant qualities.

Problem tasks can be educational tasks, questions, practical tasks, etc. However, you cannot mix a problem task and a problem situation. In general, the technology of problem-based learning consists in the fact that students are confronted with a problem and they, with the direct participation of the teacher or independently, explore ways and means of solving it, i.e.

v build a hypothesis,

v outline and discuss ways to test its truth,

v argue, conduct experiments, observations, analyze their results, argue, prove.

Problem-based learning technology, like other technologies, has positive and negative sides.

Benefits of problem-based learning technology : contributes not only to the acquisition by students of the necessary system of knowledge, skills and abilities, but also to the achievement high level their mental development, the formation of their ability to independently obtain knowledge through their own creative activity; develops interest in academic work; provides lasting learning outcomes.

Disadvantages: large expenditures of time to achieve the planned results, poor controllability of the cognitive activity of students.

5). Gaming technologies

The game, along with work and learning, is one of the main types of human activity, an amazing phenomenon of our existence.

By definitionthe game - this is a type of activity in the conditions of situations aimed at recreating and assimilating social experience, in which self-management of behavior is formed and improved.

Classification of educational games

1. By area of ​​application:

-physical

-intellectual

-labor

-social

-psychological

2. By the nature of the pedagogical process:

-educational

-training

-controlling

-generalizing

-cognitive

-creative

-developing

3. Game technology:

-subject

-plot

-role-playing

-business

-imitation

-dramatization

4. By subject area:

-mathematical, chemical, biological, physical, ecological

-musical

-labor

-sports

-economically

5. By gaming environment:

-no items

-with items

-desktop

-indoor

-street

-computer

-television

What tasks does the use of this form of training solve:

-Carries out more free, psychologically liberated control of knowledge.

-The painful reaction of students to unsuccessful answers disappears.

-The approach to students in teaching becomes more delicate and differentiated.

Learning in the game allows you to teach:

Recognize, compare, characterize, reveal concepts, justify, apply

As a result of the application of game learning methods, the following goals are achieved:

§ cognitive activity is stimulated

§ mental activity is activated

§ information is spontaneously remembered

§ associative memorization is formed

§ increased motivation to study the subject

6). Case - technology

Case technologies combine role-playing games, the project method, and situational analysis at the same time.

Case technologies are opposed to such types of work as repetition after the teacher, answering the teacher's questions, retelling the text, etc. Cases differ from ordinary educational tasks (tasks usually have one solution and one the right way leading to this decision, cases have several solutions and many alternative paths leading to it).

In case technology, an analysis of a real situation (some input data) is carried out, the description of which simultaneously reflects not only some practical problem, but also updates a certain set of knowledge that needs to be learned when solving this problem.

Case technologies are not a repetition after the teacher, not a retelling of a paragraph or an article, not an answer to a teacher's question, it is an analysis of a specific situation that makes you raise the layer of knowledge gained and put it into practice.

So, case technology is an interactive learning technology based on real or fictional situations, aimed not so much at mastering knowledge as at forming new qualities and skills in students.

7). Technology of creative workshops

One of the alternative and effective ways learning and acquiring new knowledge isworkshop technology. It is an alternative to the class-lesson organization of the educational process. It uses relationship pedagogy, comprehensive education, learning without rigid programs and textbooks, project method and immersion methods, non-judgmental creative activity students. The relevance of the technology lies in the fact that it can be used not only in the case of studying new material, but also when repeating and consolidating previously studied material.

Workshop is a technology that involves such an organization of the learning process, in which the teacher - introduces his students to the process of cognition through the creation of an emotional atmosphere in which the student can prove himself as a creator. In this technology, knowledge is not given, but is built by the student himself in a pair or group based on his personal experience, teacher - only provides him with the necessary material in the form of tasks for reflection.

The workshop is similar to project-based learning because there is a problem to be solved. The teacher creates conditions, helps to understand the essence of the problem that needs to be worked on. Students formulate this problem and offer options for solving it. Various types of practical tasks can act as problems.

The workshop necessarily combines individual, group and frontal forms of activity, and training goes from one to another.

eight). Modular learning technology

Modular learning emerged as an alternative to traditional learning. The semantic meaning of the term "modular learning" is associated with the international concept of "module", one of the meanings of which is a functional unit. In this context, it is understood as the main means of modular learning, a complete block of information.

The main goal of the modern school is to create a system of education that would provide educational needs each student according to his inclinations, interests and abilities.

Modular education is an alternative to traditional education, it integrates everything progressive that has been accumulated in pedagogical theory and practice.

Modular learning, as one of the main goals, pursues the formation, in students, of the skills of independent activity and self-education. The essence of modular training is that the student completely independently (or with a certain dose of help) achieves the specific goals of educational and cognitive activity. Learning is based on the formation of the mechanism of thinking, and not on the exploitation of memory! Consider the sequence of actions for building a training module.

A module is a target functional unit that combines: educational content and technology for mastering it into a system of a high level of integrity.

The use of modular training has a positive effect on the development of independent activities of students, on self-development, and on improving the quality of knowledge. Students skillfully plan their work, know how to use educational literature. They have a good command of general educational skills: comparison, analysis, generalization, highlighting the main thing, etc. Active cognitive activity of students contributes to the development of such qualities of knowledge as strength, awareness, depth, efficiency, flexibility.

9). Health saving technologies

Providing the student with the opportunity to maintain health during the period of study at school, the formation of the necessary knowledge, skills and abilities in him healthy lifestyle life and apply the acquired knowledge in everyday life.

Organization of educational activities, taking into account the basic requirements for the lesson with a complex of health-saving technologies:

Compliance with sanitary and hygienic requirements (fresh air, optimal thermal conditions, good lighting, cleanliness), safety regulations;

The rational density of the lesson should be at least 60% and not more than 75-80%;

clear organization of educational work;

Strict dosage of training load;

change of activities;

building a lesson taking into account the performance of students;

individual approach to students, taking into account personal capabilities;

Formation of external and internal motivation of students' activities;

Conducting physical education sessions and dynamic breaks in the classroom.

The use of such technologies helps to preserve and strengthen the health of schoolchildren: preventing overwork of students in the classroom; improvement of the psychological climate in children's groups; involvement of parents in the work to improve the health of schoolchildren; increased concentration of attention; reduction in the incidence of children, the level of anxiety.

10).Integrated learning technology

Integration - this is a deep interpenetration, merging, as far as possible, in one educational material of generalized knowledge in a particular area.

The need for emergence integrated lessons due to a number of reasons.

    Integrated lessons develop the potential of the students themselves, encourage active knowledge of the surrounding reality, to comprehend and find cause-and-effect relationships, to develop logic, thinking, and communication skills.

    Integration in modern society explains the need for integration in education. Modern society needs highly qualified, well-trained specialists.

    Integration provides an opportunity for self-realization, self-expression, creativity of the teacher, promotes the disclosure of abilities.

Advantages of integrated lessons.

    They contribute to increasing the motivation of learning, the formation of the cognitive interest of students, a holistic scientific picture of the world and consideration of the phenomenon from several sides;

    To a greater extent than ordinary lessons contribute to the development of speech, the formation of students' ability to compare, generalize, draw conclusions;

    They not only deepen the idea of ​​the subject, but broaden their horizons. But they also contribute to the formation of a diversified, harmoniously and intellectually developed personality.

eleven). traditional technology

The term "traditional education" implies, first of all, the organization of education that developed in the 17th century on the principles of didactics formulated by Ya.S. Komensky.

Distinctive features of the traditional classroom technology are:

Students of approximately the same age and level of training make up a group that maintains a basically constant composition for the entire period of study;

The group works according to a single annual plan and program according to the schedule;

The basic unit of lessons is the lesson;

The lesson is devoted to one subject, topic, which is why the group students work on the same material.

The academic year, school day, lesson schedule, study holidays, breaks between lessons are the attributes of the class-lesson system.

The learning process as an activity in traditional education is characterized by a lack of independence, weak motivation for educational work. Under these conditions, the stage of implementation of educational goals turns into hard work with all its negative consequences.

Positive sides

Negative sides

The systematic nature of learning

Orderly, logically correct presentation of educational material

Organizational Clarity

The constant emotional impact of the teacher's personality

Optimal resource costs for mass learning

Template construction, monotony

Irrational distribution of lesson time

Students are isolated from communication with each other

Lack of autonomy

Passivity or visibility of student activity

Today there are enough a large number of pedagogical learning technologies, both traditional and innovative. It cannot be said that one of them is better and the other is worse, or that only this one and no other should be used to achieve positive results.

In my opinion, the choice of a particular technology depends on many factors: the contingent of students, their age, level of preparedness, the topic of the lesson, etc.

And the best option is to use a mixture of these technologies. So studying proccess For the most part, it represents a class-lesson system. This allows you to work according to the schedule, in a certain audience, with a certain permanent group of students.

Based on the foregoing, I want to say that traditional and innovative teaching methods should be in constant relationship and complement each other. Do not abandon the old and completely switch to the new. We should remember the saying "ALL NEW IS WELL FORGOTTEN OLD".

Educational technology of the workshop as a tool for the implementation of the Federal State Educational Standard.

Andreeva Natalya Vladimirovna

primary school teacher

MOBU secondary school No. 16, Yakutsk

GEF sets requirements for the results of development educational program. The Standard is based on a system-activity approach, which is fully implemented through active forms of learning, which include the technology of pedagogical workshops.

The teaching workshop is open system search and choice of the path of knowledge, free interaction, generalization and exchange of information. This technology helps to include each student in the work: he builds his own knowledge together with others, each shows his creative abilities, the student thinks, creates, invents, and realizes himself. In the workshop, the teacher and the student part with their traditional roles, and this becomes the key to cooperation, mutual interest and respect. The master realizes the role of not a teacher, not a leader, but a “guide” to the opening. This technology allows you to form the UUD of all groups, which is a requirement of the Standard.Workshop technology is characterized by the following basic principles:
1. The attitude of the teacher to the student as an equal

2. Not a simple communication of knowledge as indisputable truths, but an independent "construction" of knowledge by the student with the help of critical thinking to the information being studied
3. Independence in solving creative problems
4. Pluralism of opinions, approaches, respect for the opinions of others
5. Ability to work in a team
6. Critical thinking
7. Acting as a leader
The law of the workshop - do it your way, based on abilities, interests and personal experience, correct yourself.

The workshop is carried out in the following stages:

1. Induction - definition of the topic and purpose. An inductor is a technique that provides guidance to a problem. The purpose of the inductor is to interest each child, to kindle the desire to be involved in the educational process. The essence of this technique is to set a task that meets the following requirements:

Actualization of personal life experience of each student.
– Availability, “ease” of the task, removing internal obstacles for inclusion in the activities for its implementation.
- “Openness” of the task, which implies the possibility of choosing options for its implementation.
- Surprise, originality of the task, causing the effect of novelty and emotional appeal.
– Internal connection of the task with the main idea and the most important task of the workshop.

Examples of inductors:

    Comment on our topic based on your experience...

    Name a color, a number that matches your mood before the lesson...

    Solve the puzzle...

    Solve the riddle...

    And does it happen...

    Draw your thoughts on our topic...

The Master's task at this stage is to find different inductors to awaken the child's need to resolve the issue.

Stage 2 is self-construction, the dialogue of the student with himself. Here, each student answers the question posed, relying only on their own thoughts and their own point of view. The task of the Master at this stage is not to interfere with the student in self-manifestation and not to evaluate, but to record all the thoughts expressed.

Stage 3 is a social construction, work in pairs. Pairs are formed based on the similarity of opinions. At the end of the stage, the ideas that have appeared are voiced and fixed by the Master, again without comments.

Stage 4 - socialization. Consideration of ideas continues in groups. Groups are created at the request of the children. The creative process in a group allows the child to enrich his experience at the expense of the skills and knowledge of colleagues, to compare his point of view with the opinions of others, to realize the benefits of joint creativity. The task of the Master is to ensure that there is no suppression of the opinions and positions of individual students, to maintain an atmosphere of cooperation and mutual assistance.

Stage 5 - Advertising. Presentation of different points of view. The main goal of the stage is the formation of a creative collective experience.

Stage 6 - the student must be aware of the diversity of opinions. Gap, that's how the essence is defined this stage, implies the emergence of an internal contradiction between existing knowledge and new ones. To resolve this discrepancy, the child will have to use authoritative source information for verification. Thus, there is a comprehension of the empirically obtained experience through theoretical provisions, the establishment of cause-and-effect relationships. The results of the child's discoveries made in the workshop are compared with the system of scientific knowledge. At this stage, new cognitive creative problems may arise that need to be solved in the future. The task of the master is to give the student the joy of discovery;

Stage 7 - reflection. Each child is given the opportunity to express what was significant and important for him in the work of the workshop. The task of the master at this stage is to evoke positive emotional experiences.

The potential of the workshop as a means of education and training is quite large, and the areas of application of this technology are also diverse. I used workshop technologies both in the classroom and in extracurricular activities, and in working with parents, in particular, as a form of parent-teacher meeting.

Lesson "The world around" on the topic "Human ancestors"

Riddle: Who in the morning - on four, in the afternoon - on two, and in the evening - on three.

What would you like to know about the person?

What is the best way to start studying a person?

This will be our goal, and in order to achieve it, let's take a trip into the past and get to know the first people. But before…

Puud - the development of logical. thinking;

Luud - motivation of educational activity, based on the educational and cognitive motive, the basis of knowledge and acceptance of the value of the world around

2.Self-

design

Close your eyes and imagine primitive man. Now draw it.

Luud - the basis of knowledge and acceptance of the value of the surrounding world;

Puud - selection of essential features from what he already knows when drawing;

3. Socio-construction

Pair up with the one whose first person you liked.

Compare your people with contemporaries. What did they know how to do and what did they not know how to do?

Kuud - the ability to negotiate and work for a common result;

Puud - the ability to compare and generalize

4.Socialization

The game "atoms, molecules" breakdown into groups.

Unite your people into one family. Describe and draw how they lived.

Kuud - the ability to work in a group for a common goal;

Ruud - the ability to hold the target.

5. Advertising

Band performance

Kuud - the ability to present your work

Ruud - the ability to evaluate the work of the group

6. Gap

Watching the cartoon "There was a man."

Where were we right? What didn't they know?

Puud-ability to compare

Ruud - the ability to evaluate by the standard

7. Reflection

On the main question lesson we answered?

Who helped group work to achieve the goal?

What did you like about our trip?

What did this trip tell you about your classmates?

Ruud - the ability to evaluate

Luud - attentive attitude to classmates

Puud - a holistic understanding of the world, the development of life

The technology "Pedagogical workshops" allows to provide a solution to the problems of intellectual and creative development of students, create conditions for self-manifestation and self-realization of the child in the process of individual, pair and group work, the formation of a system of new knowledge, skills and abilities through independent research and cognitive activities. In other words, the “Pedagogical Workshop” technology develops universal learning activities in children, which means it is a tool for the implementation of fgos.


  • Improvement of pedagogical skills in the field of formation of universal learning activities within the framework of the GEF;
  • Raising the professional level and pedagogical skills in mastering new educational technologies in the context of the transition to the Federal State Educational Standard.

  • technology of critical thinking;
  • problem learning technology;
  • project method;
  • cooperation technology;
  • modular learning technology.

Technology for the development of critical thinking The purpose of this technology is development of mental skills of students, which are necessary not only in studies, but also in everyday life (the ability to make informed decisions, work with information, analyze various aspects of phenomena, etc.).


"Reception table" ZHU "

Z - what do we know

X - what do we want to know

Cycle for. Row and column commands

What we have learned and what is left for us to learn.

How to paint over a row of a field, a rectangular area of ​​​​a field, the entire working field

How to paint over the entire working field of the Robot in different colors.


"I believe - I do not believe"

Is it true that

At the beginning of the lesson

She was one thousand one hundred (13) years old,

At the end of the lesson

She went to the one hundred and first (6) class,

She carried a hundred (4) books in her portfolio - all this is true, not nonsense.

When, dusting ten (2) feet, she walked along the road,

She was always followed by a puppy with one tail, but with a hundred legs. (four).

She caught every sound with her ten (2) ears,

And ten (2) tanned hands were holding a briefcase and a leash.

And ten (2) dark blue eyes viewed the world as usual, But everything will become quite ordinary when you understand our story.





"Sinkwine"

A computer

Personal, modern

Stores, processes, creates

Computer - electronic computer

Memory


"Sinkwine"

Cycle

complex, different

Repeats, works, loops

You can't peel potatoes without a cycle

Important

"Writing Creative Works"

“Once upon a time there was a boy. He was very lazy, spent the whole day on the Internet, did not study, did not work, only played online games, watched cartoons on YouTube.

And the Internet decided to help the poor child, he gathered all his subjects: email, many sites, social networks.

And the great Internet said: “Let's save, comrades, the unfortunate Boy, he is already sixteen years old, and he knows nothing about us. It is necessary to save him from laziness and teach the mind to reason!

Let's teach the Boy how to take care of the computer, otherwise there are so many viruses that you don't even want to boot! - said the chief adviser to the Internet, the Opera browser.

You need to teach him to download good programs, interesting films, smart books. And so that we, sites and forums, bring only benefits to him, - said the nobleman of Google.

But the Boy still needs to rest, and not just sit at the computer, - added Prince Vkontakte the Great.

And they agreed with the Windows program that it would turn off for a while, rest. Meanwhile, the Internet called its vigilantes, antiviruses, who expelled the evil and cunning viruses.

When the viruses were removed, the Program turned on and worked better than before.

And the Boy found a mysterious letter in his e-mail box, which told him to take care of the computer, otherwise he would never be able to get into the Internet. A lot of interesting things about computers and the Internet were also attached to the letter.

The boy liked computer science so much that he himself began to fight viruses and install programs. He stopped wasting time and soon became a good programmer."




“Problems like “Who is who?”

Three pigs

Once upon a time there were three little pigs, three brothers: Nif-Nif, Naf-Naf, Nuf-Nuf. They built three houses: thatched, wooden and brick. All three brothers grew flowers near their houses: roses, daisies and tulips. It is known that Nif-Nif does not live in a straw house, and Naf-Naf does not live in a wooden one; it is not roses that grow near a straw house, but the one who has a wooden house grows daisies. Naf-Naf is allergic to tulips so he doesn't grow them. Find out who lives in which house and what flowers he grows.


  • I did the most...
  • I can commend myself for...
  • I can praise my classmates for...
  • I was surprised...
  • It was a revelation for me that...
  • In my opinion, it didn't work...because...
  • For the future, I will...

Problem learning technology

Problem-based learning is such an organization of training sessions that involves the creation of problem situations under the guidance of a teacher and the active independent activity of students to resolve them, as a result of which there is a creative mastery of professional knowledge, skills and abilities and the development of mental abilities.


Project method

Project activity is a consistent set of educational and cognitive techniques that allow solving a particular problem as a result of independent actions of students with a mandatory presentation of the results.


Collaboration technology

Use cases for collaborative learning:

  • Checking the correctness of homework (in a group, students can clarify details that are not clear during homework);
  • One assignment per group, followed by review of the assignments by each group (groups receive different assignments, which allows them to sort out more of them by the end of the lesson);
  • Joint implementation of practical work (in pairs);
  • Preparing for testing independent work(the teacher offers to complete the task or test individually for each student);
  • Fulfillment of the project task.

Modular learning technology

Modular technology ensures the individualization of learning: in terms of the content of learning, in terms of the pace of assimilation, in terms of the level of independence, in terms of methods and methods of teaching, in terms of control and self-control.

The purpose of modular training: to promote the development of students' independence, their ability to work, taking into account individual ways of working out educational material.


Any activity can be either technology or art. Art is based on intuition, technology is based on science. Everything begins with art, ends with technology, so that everything starts all over again.

V.P.Bespalko


1 Modern educational technologies as a means of implementing the Federal State Educational Standard

2 . The system-activity approach is the methodological basis of the Standard, which sets the main task of developing the student's personality.

3. The purpose of my teaching activity isthe formation of a self-developing personality, that is, a personality who wants and knows how to learn.

To achieve this goal, it is necessary to solve the following tasks:

1. Improving pedagogical skills in the field of the formation of universal educational activities within the framework of the Federal State Educational Standard;

2. Improving the professional level and pedagogical skillson mastering new educational technologies in the context of the transition to the Federal State Educational Standard.

To solve these problems, it became necessary to introduce educational technologies into their pedagogical practice.

Slide 4 with technologies.

The slide shows a list of technologies used by me.

    Pedagogical technologies based on the activation and intensification of students' activities:

    Gaming technologies

    Problem learning

    Design technology

    Pedagogical technologies based on the effectiveness of management and organization of the educational process:

    Technology of level differentiation of training

    Group Technologies

    Information and computer technologies

    Health saving technology

5. The lesson may include elements of various educational technologies.

6. Effectiveness in the use of ICT

In my practice, the main areas of ICT application have already been formed:

    preparation of didactic material for the educational process (printed materials, educational audio and video materials, own presentations for lessons);

    7 . creating your own cool blog and personal website for communication with colleagues, parents and students, e-mail;

    maintaining an electronic journal, documentation of the teacher and class teacher;

    8. The student's "portfolio" provides an excellent opportunity to trace the individual dynamics of each individual and the class team in particular, and makes it possible to judge the formation of universal educational activities;

    9. participation in distance competitions, Olympiads for teachers and students;

    preparation of reports, graphs, diagrams;

    testing in subjects, checking reading technique;

    search and use of information from the Internet for the preparation of lessons, design and research work, practical work around the world, for extracurricular and educational work;

    holding parent meetings and lectures;

    educational events and social projects;

    10. simulators in subjects, testing, developing games in subjects.

11. Application of project technologies in the lessons

ICT tools are the most promising means of implementing project technology. There is a cycle of projects, participating in which children get to know each other: they exchange information about themselves, about the school, about their interests and hobbies. Students, trying and making mistakes, and again finding the right path in the search, pass through themselves everything that is useful in their future activities. When developing a project, students not only draw on all their knowledge and life experience, not only learn something new, but also learn to clearly, correctly and beautifully express their thoughts. Educational creative project I is used in the lessons of technology, fine arts, the world around, as well as in class hours.

12. Analyzing the pages of textbooks with projects, we can note the following: for each project, a clear briefing of the work was given, a work plan was drawn up, a phased implementation of the project was shown, all the material was compiled in a form accessible to the child. The implementation of such projects will not bring the child labor to complete both in a group, in a pair, and individually.

The products of the project activities were: the project "Coat of arms of the class", presentations, wall newspapers, collages,

13. pet project.

14. project "Mathematics in riddles, proverbs and sayings".

During the implementation of projects, first-graders with the help of adults learn:

Take pictures;

Find relevant material;

Compose an oral story;

Speak with a prepared message based on photographs;

Evaluate the results of their own work and the work of comrades.

15. Gaming technology

The game, along with work and learning, is one of the main types of human activity.

What tasks does the use of this form of training solve:

- Carries out more free, psychologically liberated control of knowledge.

- The painful reaction of students to unsuccessful answers disappears.

- The approach to students in teaching becomes more delicate and differentiated.

Learning in the game allows you to teach:

Recognize, compare, characterize, reveal concepts, justify, apply

As a result of the application of game learning methods, the following goals are achieved:

§ cognitive activity is stimulated

§ mental activity is activated

§ information is spontaneously remembered

§ associative memorization is formed

§ increased motivation to study the subject

All this speaks of the effectiveness of learning in the process of the game, which is professional activity, which has the features of both teaching and labor.

16. Health-saving technology

Application various technologies and information-computer, in particular, I accompany it necessarily in combination withhealth-saving technology (physical minutes, gymnastics for the eyes, hearing, relaxation exercises, dance-rhythmic pauses to music, recreational games at breaks, reflections), since the formation of a responsible attitude to the health of the younger generation is the most important and necessary condition for the success of a modern person. This technology runs like a red line through all stages of the lesson.

I'm sure that healthy child is a complex of physical, mental and social well-being. To strengthen the mental health of students, I use autogenic training (self-hypnosis), exercises to relieve nervous tension, to develop the emotional sphere.

17. Technologyextracurricular activities - the method of collective creative affairs - unites the guys, gives them the feeling of a "cool family", where everyone feels necessary and important link in a collective or social project: publishing newspapers, collections of their own literary works, drawings and handicrafts, design research work.

18. 19. I believe that the learning process should be built using modern educational technologies and combined with the process of education, because an immoral, soulless person armed with knowledge can be dangerous to society.

20. 21.

22. 23. In my teaching activities, the use of modern educational technologies has raised students to a higher level of education. individual personality, this is evidenced by the results of the formation of UUD in students. The formation of UUD is monitored for 4 years of study. The results are presented in the tables "Formation of UUD in students at the stage of primary general education."

I believe that withModern educational technologies are a means for the formation of universal educational activities.

In conclusion, I want to say that all modern technologies, and computer technology in particular, can become in education both a simulator and a means of control, a means of mobile visualization and monitoring, a keeper and distributor of information. With the proper use of information and communication technology, the effectiveness of teaching, the culture of the lesson are significantly increased, interest in the subject is formed, and, therefore, the education of younger students becomes of high quality, meeting the requirements of new educational standards.

24. Congratulations on the start of the new school year!

Let your knowledge and skills be fully transferred to the students. I wish you to achieve complete understanding with your students, so that every day of your stay at school is filled with good and positive!