The list of necessary terms on the topic” The Project-based learning”
Analysis: A systematic, detailed examination intended to a (1) define or clarify problems, (2) inform design decisions, (3) predict or assess performance, (4) determine economic feasibility, (5) evaluate alternatives, or (6) investigate failures.
Association method associated with the extraction of associations from different ideas to change the social reality. The application of this method to a large extent contributes to the development of figurative and associative thinking of schoolchildren.
Brainstorming Method is, in fact, a method of generating ideas in a short time and involves the following steps:
- spontaneous presentation by each participant of their ideas at a fast pace without preliminary criticism and discussion;
- Record "issued" ideas;
- alternate discussion and evaluation of each idea;
- selection of 1-2 ideas that become the basis of the project.
Brain Siege Method
- this is a method involving the steps of:
- proposal of the idea and description of its structure and mechanism of implementation;
- fixing ideas:
- analysis and evaluation of each idea;
- selection of the most interesting and non-standard.
Creative projects The goal of this type of project is to get a creative product - a newspaper, a composition, an almanac, a video, a holiday, an expedition, etc. A distinctive feature of creative projects is that they do not require a detailed structure of the joint activities of students and teachers, it is only planned and developed in accordance with the final result. However, these projects require the forethought of the form and structure of the final result: a holiday script, an essay or article plan, newspaper design and rubric, etc.
Changes Over Time Graph: A change-over-time graph shows the pattern of how one or more parts in a system is changing over time.
Components: Distinct parts of an object or system.
Design Process: The process of originating and developing a plan for product, structure, system, or component to meet a human need or want.
Ecosystem: A natural unit consisting of all pants, animals, and microorganism (biotic factors) in an area functioning together with all of the nonliving physical (abiotic) factors of the environment.
Engineering Design: A purposeful, iterative process with the explicit goal governed by specifications and constraints.
Evaluation: To make judgments or appraisals based on collected data.
Feasibility (for project solution): Reasonable and realistic to complete.
Geographic Information System: A geographic information system (GIS) integrates hardware, software, and data for capturing, managing, analyzing, and displaying all forms of geographically referenced information.
Interactions: The mutual influences among variables in a system or between subsystems, which may be correlational or causal.
Interdisciplinary projects- These are projects that are carried out after hours and under the guidance of several specialists in various fields of knowledge. Such projects require highly qualified coordination from the side of specialists and well coordinated work of many creative groups. Interdisciplinary projects can be either small, affecting two or three subjects, or aimed at
solution of rather complicated problems that require the substantial integration of many areas of knowledge.
Inversion method lies in the fact that when considering ways to solve a problem, they are rearranged in such a way that they allow to obtain fundamentally new, sometimes paradoxical solutions.
Information Projects-aimed at collecting information about an event or event. Project participants collect this information in order to familiarize it with a wide audience. The implementation of such a project is similar to the implementation of a research project: a well-thought-out structure is required, constant adjustment and refinement in the course of work. Such projects are often integrated into research and become their specific part or module.
Long-term projects- projects implemented within a month or several months.
Method "anthropotechnology" involves binding the properties of the designed object to the convenience of its use, i.e. determining the conditions and circumstances, the presence of which will provide maximum comfort for the project’s target group.
Method "change the wording of tasks" is to expand the boundaries of the search for solutions to the actual problem. So, for example, by changing the wording of the structural components of the finished and implemented project, it is possible to identify interesting solutions to a known problem and define new directions of activity.
Method "caricature" It is used as a sketch for the identified problem, searching for a figurative representation of the problem situation and finding a new unexpected solution.
Method "Neology" - The method of using other people's ideas, but subject to changes in the structure, content, design, presentation.
Method "list of deficiencies" can be used to describe a problem situation when it is necessary to gather information and make a full detailed list of shortcomings to be changed.
Method "free expression of function" aims to describe all the functions that the intended project product must perform and search for the “ideal” result in the form of a layout or model.
Method “suggestive task-analogue” It is based on borrowing experience through searching, thorough analysis of strengths and weaknesses and “improving” other people's ideas in scientific and methodical literature. This method is most often used in work with schoolchildren for the initial formation of design skills (for example, in work with younger students).
Mini projects - These are projects that fit into one lesson, or are a fragment of a lesson. Such projects are especially effective in the classroom.
foreign language.
Monoprojects - These are projects that are developed in the framework of one subject with a choice, as a rule, of the most difficult sections and topics, although the use of information from other areas of knowledge and activity is not precluded.
Modeling: A graphical, physical, or mathematical representation of the essential features of a system or process that facilitates engineering design.
Practice-oriented projects have a clearly defined result of the activities of the participants, which is necessarily focused on the social interests of all project participants. For example, it could be some kind of bill on environmental issues, youth issues, a project of an ideal school of the future, a project to build a new school with a pool, etc. Such a project requires a specific scenario with clearly defined responsibilities for all group members. The work should be carried out in stages according to a previously developed plan. After each stage, discussion and evaluation of the work done is required.
Project - it is a work independently planned and realized by students, in which speech communication is interwoven into the intellectual-emotional context of another activity.
Projects with open, explicit coordination. Activities in such projects are organized, directed and controlled by a coordinator from among the participants.
Projects with hidden, implicit coordination- These are, as a rule, telecommunication projects in which the coordinator does not explicitly detect the functions of organization and control, but acts as a full participant in the project, “prompting” or “helping” in solving problems.
Role-playing projects the structure of such projects is only planned and remains open until the end of the project. Participants assume certain roles that are determined by the nature and content of the project task. Roles can be very diverse: from literary and fairytale characters to famous people of our time. The degree of creativity in such projects is quite high, but the main activity is role-playing.
Problem: A challenge that can be solved through the design process.
Project Method. This is a comprehensive teaching method that allows building a learning process based on the interests of students, enabling the student to show independence in planning, organizing and controlling his learning and cognitive activity, the result of which is the creation of a product or phenomenon.
Research projects-The goal of these projects is to obtain scientific knowledge with signs of novelty and theoretical and / or practical significance. These projects are completely subordinate to the logic of research and have an exact and detailed structure, approximate or fully consistent with genuine scientific research. This type of project includes the relevance of the chosen topic; the formulation of the problem, the definition of the object and subject of study; setting goals and related tasks; putting forward a hypothesis for solving a designated problem with its subsequent verification; description of research methods (theoretical and empirical); discussion and presentation of research results, conclusions; designation of new research problems; external evaluation.
Short-term projects-- These are projects developed in 4-6 lessons. In this case, lessons are used to coordinate project groups, while the main work on collecting information, making a project product and preparing a presentation is carried out in extracurricular activities.
Solution: A device or process created through technological design to meet a human need or want.
Stakeholders: Individual or groups with interests related to an issue or outcome.
Systems Thinking: Seeing the world as a whole and interconnected. Systems thinking looks at how parts of a system are connected together and how changes in one part of a system can affect changes in other parts over time.
The method of "analogy" the essence of the method is to use existing solutions in other areas of life. When using this method, an analogue of the original borrowed idea is interpreted and radually brought to the receipt of the project design.
The method of "leading questions" allows you to streamline the search for solutions to the problem. Such questions may be:
- Why does this problem need to be solved?
- What should be done to solve the problem situation?
- What means are needed for this?
- Who could participate in the project, etc.
The method of "heuristic combination" is to re-design the original idea of the project, bring it to the point of absurdity, and then find in it a rational grain.
Technology: Any modification of the natural world made to fulfill human needs or desires.
Trade Offs: Decisions made to relinquish or reduce one attribute of a design on order to maximize another attribute.
Unintended Consequences: Unplanned or unexpected events or situations occurring as a result of an action taken.