scholarly journals Formation of new competencies in high school students (grades 9-11) when introducing new technological subjects into the school curriculum, such as architectural literacy, design, basics of holographic engineering

2021 ◽  
pp. 329-339
Author(s):  
Н.А. Букатина ◽  
Е.Ю. Ревякина ◽  
Д.Д. Злобин ◽  
В.К. Гурков ◽  
Л. Джорджио

В статье рассматривается важность внедрения в старших классах (9-11классы) таких дисциплин как: архитектурная грамотность, основы инженерии, компьютерный дизайн (голография), космобиология, основы космического проектирования. Авторы отмечают, что на сегодняшний день мир профессий меняется стремительно, растет спрос на разработки новых технологий, а стало быть, появлений новых профессий: архитектор умного дома, боевой медик, проектировщик подводных станций (жилья), проектировщик воздушного жилья (создание дирижабль-городов), голографическая инженерия, а также профессии связанные с разработкой космического пространства, (космобиология, планетный гид, экскурсовод по космическим спутникам и так далее). В рамках данной статьи было проведено исследование, где будущие студенты высших учебных заведений обсудили вопросы синтезирования различных профессий и выявили предметы, которые, по их мнению, должны изучаться в рамках школьной программы в отдельных профессионально ориентированных классах. В процессе исследования были выявлены общие различия по разным видам компетенций среди школьников, особенно при обучении инженерным и архитектурным дисциплинам. Практическая сторона работы заключается в возможности использования результатов для специалистов схожего профиля и области исследований. The article discusses the importance of implementation in high school (grades 9-11) such disciplines as: architectural literacy, fundamentals of engineering, computer design (holography), cosmobiology, fundamentals of space design. The authors note that today the world of professions is changing rapidly, the demand for the development of new technologies is growing, and therefore, the emergence of new professions: architect of a smart home, combat medic, designer of underwater stations (housing), designer of air housing (creating airship cities), holographic engineering, as well as professions related to the development of outer space (cosmobiology, planetary guide, guide to space satellites, and so on). Within the framework of this article, a study was conducted where future students of higher educational institutions discussed the issues of synthesizing various professions and identified subjects that, in their opinion, should be studied as part of the school curriculum in separate professionally oriented classes.

2021 ◽  
Vol 23 (8) ◽  
pp. 102-138
Author(s):  
Clarissa De Assis Olgin ◽  
Claudia Lisete Oliveira Groenwald ◽  
Carmen Teresa Kaiber

Background: Developing autonomy, the ability to solve problem situations, make decisions and act for the benefit of your social environment are modern life skills and can be developed in the school environment, along with mathematical content, and can be viable through the methodology of project projects, using active methodologies and the resources of digital technologies. Objectives: Discuss the Mathematics Curriculum or the work projects as a pedagogical proposition based on the development of three projects with the thematic Cryptography, Music, and Project launching applicable to the High School. Design: Qualitative research that sought to investigate work with projects in High School was used. Setting and Participants: Experiments developed with two classes of high school students in the Rio Grande do Sul state. Data collection and analysis: Data collection took place during the development of the project stages through students' written records and questionnaires. Results: It is considered that the Work Projects developed constituted a possibility to modify the role of the student and the teacher, allowing students to become active, participative, and committed to the development of their knowledge. Conclusions: It is understood that students, their learning and development must be the focus of the educational process. Therefore, the school curriculum must enable students to assume the role and responsibility for their learning.


1987 ◽  
Vol 54 (2) ◽  
pp. 122-129 ◽  
Author(s):  
Andrew S. Halpern ◽  
Michael R. Benz

This article reports the partial findings of a statewide survey of high school special education programs for students with mild disabilities. The focus of this article is on the curriculum. Three sources of information were tapped for this study: (a) special education administrators, (b) high school special education teachers, and (c) parents of high school students with mild disabilities. The return rates were very high: 91%, 89%, and 45% of the three groups, respectively. Four basic topics concerning the curriculum were investigated: (a) its focus and content, (b) discrepancies between availability and utilization, (c) barriers to mainstreaming, and (d) conditions required for improvement. Both data and recommendations with respect to these topics are presented.


2018 ◽  
Vol 42 (5) ◽  
pp. 15
Author(s):  
Ichiro Taida

The first high school student Haiku-Karuta competition was held at I-Shou University, Kaohsiung, Taiwan, in May 2017. Haiku, which is a traditional Japanese cultural form, is widely known abroad, and karuta is often used in Japanese language educational institutions. Our competition event is a fusion of these two kinds of Japanese cultural traditions, i.e. haiku and karuta, and 61 high school students participated in the game. The competition contributes to the reception and diffusion of haiku and karuta in Taiwan. Also, the educational merits of the competition involve students having to concentrate on listening to and reading Japanese traditional poems. The fusion is immensely useful in learning Japanese language and culture. In this paper, we will describe the competition in detail. 2017年5月、台湾高雄の義守大学で第1回高校生俳句かるた大会が開かれた。日本の伝統文化である俳句は海外でも広く知られており、またかるたも日本語教育のなかでしばしば使われている。俳句とかるたという2 種類の日本文化を融合させた本大会に7校の高校生、61名が参加した。当該大会の教育的意義は主に以下の3つである。1. 俳句を集中して聞き、該当する札を見つけるという訓練を通じて得られる日本語能力の向上、2. 日本文化の理解の促進、3. チームワークの重要性に対する認識。また本大会の開催を通じてこれらの日本の伝統文化の受容と普及へとつながることが期待できる。本論では、この大会について詳細に報告する。この報告が俳句とかるたを用いた教育の参考例となり、台湾に限らず各国での日本語・日本文化教育がより一層充実したものになればと考えている。


2020 ◽  
Author(s):  
A.V. Mahova ◽  
A.V. Nelipa

The materials of this article include methodological materials that form the basis for an optional course for secondary and high school students, which examines the issues, the nature and characteristics of the information space and the impact of its components on everyday life.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2021 ◽  
Vol 7 (11) ◽  
pp. 336-342

The article discusses the development of the learning process in the new information society, the importance of using new technologies, their application in the learning process. It also emphasizes the importance of inculcating teachers’ knowledge and skills in the formation of the worldview of high school students using ICT tools, and notes that the application of new technologies in the learning process is an important feature of the modern learning process.


2020 ◽  
pp. 75-77
Author(s):  
Iuliia Nikolaevna Puchnina

In this article, the problem of declining reader interest among high school students is considered. A way of solving this problem is proposed: increasing high school students' interest in reading by using modern technologies. The research methods used in this paper include theoretical (analysis of scientific, non-fiction and fiction literature, followed by analysis and synthesis of obtained data), as well as empirical (a survey in order to determine the reading activity of students, comparison and analysis of obtained data, systematization and statistical processing of research materials) methods. The author has examined several modern information and communication resources, of which those most suitable for the purpose of this study have been selected: an online survey, a poster, a book trailer and an Internet forum. The results of this study demonstrated a positive dynamic in 10th grade students' reader interest, thus confirming the hypothesis.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jennifer M. Higgs ◽  
Grace MyHyun Kim

Purpose Research on nonschool settings suggests young people benefit from digital multimodal composition. Less is known about how digital composing can support students as they interpret required literary class texts. To understand the potential benefits and challenges of digitally composing for literary analysis, design interviews with two high school students were conducted to examine their processes as they designed digital multimodal compositions to interpret Anglo-Saxon poems. Grounded in the social semiotic theory of multimodality, this study aims to examine how students engaged in literary analysis and interpretive digital composition within secondary ELA. Design/methodology/approach Qualitative classroom data were collected through digital means over a six-week period: a whole-class student survey, focal student semistructured design interviews, emails, field notes, analytic memos and student-created digital artifacts. Findings Students’ print-based literary engagements and digital multimodal composition processes were mutually shaped. Additionally, digital multimodal composition offered entry points into challenging print-based literary texts, resulting in understandings enacted across multiple forms of mediation. Research limitations/implications The study focused on one cycle of multimodal composition. Additional studies of students’ digital multimodal composition processes in ELA classrooms over time could be beneficial to the field. Practical implications The study identifies an approach to digital multimodal composition that may help teachers address and integrate core disciplinary objectives. Originality/value This study contributes to scholarship concerned with how “new” technologies and “old” literacies co-exist in contexts requiring students to engage in expanded communication modes alongside specific academic literacies.


2013 ◽  
Vol 1583 ◽  
Author(s):  
Nitin Chopra ◽  
Wenwu Shi ◽  
Nikita R. Peramsetty ◽  
Victoria L. Evans

ABSTRACTNanotechnology and nanoscience have a strong potential to impact society and the commercial sector. It is critical to introduce this area to high school classrooms as a teaching tool. Here, we report the development of ferrofluid-based experimental modules in a team effort including a high school student and a high school teacher. The basic experimental modules were developed as follows: A) Electric motor-based patterning of magnetic nanoparticles and carbon nanotubes on a silicon wafer. Electromagnetically activated or ‘spiked’-ferrofluid was utilized here. B) Basic concepts of wettability, hydrophobicity, and oleophilicity were demonstrated by combining hydrophobic CNTs, water, and ferrofluids. C) Finally, the utility of ferrofluid-based environmental remediation was demonstrated for oil removal from oil-water mixture and organic dye separation from water-dye mixture. It is envisioned that the integration of the developed experimental modules into high school curriculum will motivate high school students to pursue degrees in science, engineering, and nanotechnology. Thus, this will assist in the development of future workforce in the area of nanotechnology and materials science.


Sign in / Sign up

Export Citation Format

Share Document