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Quest-technology in education and upbringing. Role of quest-technologies

Quest-technology in the educational and general educational process as a concept appeared relatively recently. I must say that a big role in this played not only children's psychologists, but also appeared a couple of decades ago computer games of the quest genre. Let's try to consider the main aspects related to understanding this process, not from a scientific point of view, but we'll talk on this topic in a universal language so that everyone can understand, for example, what quest technologies are in the education and upbringing of the younger generation. Next, we will define the basic principles of interaction between the teacher and the student (or a group of students), and also give some simple examples of using such innovations in the learning and becoming of the child as an individual.

What is quest technology in the broad sense of understanding?

Let's start, perhaps, with the basics. The English word quest itself can be treated as "search" or even "adventure". Actually, in search of a solution for a specific task, quest-based technologies in education are based.

As you know, the children of the educational process often perceive, as they say, "with bayonets." This is especially true when dry material is supplied, full of facts. And even children, even at the initial stage of development, do not tend to study exact disciplines at all. Naturally, they prefer to train ordinary games. In order to interest children in educational disciplines, it was suggested to use the game as one of the teaching methods, because it is in the process of playing that the perception of this or that material appears in children, and also their own opinion about what is happening, not to mention the division into positive and negative Heroes, which, in turn, can strongly affect the child's psyche and form a correct worldview.

A bit of history

The very same quest technologies in the education and upbringing of children have been widely applied since 1995, when the professor of the University of San Diego Bernie Dodge proposed to use in the learning process some search system in which it was supposed to find a solution to the problem with the passage of intermediate stages, each of which It was required to perform some action or to find the key for reaching the next level.

In principle, initially the then web-quest technology was not even a search for a logical solution, but was intended, more likely, to interest the child, creating a process similar to the game. It was the games (in any of their manifestations) that became the starting point, which served the development of such a direction in pedagogy. With the evolution of computer technology, such processes have become interactive, which has made it possible to attract an even larger children's audience, because modern teens often spend much more time playing computer games than doing homework and mastering the school curriculum.

And here are computer games?

Talking about what are the quest technologies in the pre-school (preschool educational institutions) or in general schools, one can not help but touch upon the question of computer games of the quest genre.

In general, the search technique was used in them at the dawn of their creation. However, as a kind of computer games, they appeared a little later than all known "rpg" and "shooters" like Duke Nukem 3D, Quake, Doom, etc. These games laid the foundation for creating everything that belongs to the genre today Quest or MMORPG. It's no wonder that quests are most often called "brodilkas", because to reach the goal in any episode of passing the game you need to go and search for something, solve some puzzle or find the only correct solution in a certain situation for reaching the next stage.

Remember at least the very first release of the game Quake. It was necessary to find the keys to the doors to complete the mission at a certain level. Of course, this is the most primitive technology. However, the computer industry in its development also offered team games, when several people had to coordinate their actions among themselves. And only on the correctness of the decision taken together and the precise interaction the final result depended on.

Types of quest technology

But this is all prehistory. Now let's talk about what the quest is like as a pedagogical technology in more detail.

To date, according to various estimates, it is common to distinguish several types of such educational and educational processes, because in most cases the teacher is not only a teacher teaching a certain material, but also an educator, so to speak, a moral mentor. In the general classification, the following are distinguished:

  • Linear (the solution of one problem makes it possible to solve the following);
  • Assault (with the help of control prompts, the participant himself chooses the method of solving the problem);
  • Ring (in fact, the same linear quest only for several teams starting from different points).

In general, if you look at such learning processes, it can be noted that quest technology in an elementary school or other educational institution has a number of similarities with computer games, on the basis of which they, in fact, are built. First, it is the achievement of the ultimate goal through the search for intermediate solutions. Secondly, it is a system of tips (although they do not always occur, which complicates the search for the right solution). By the way, it should be noted that the lack of a guide to the quest often serves as an incentive for creative thinking and searching for non-standard solutions. Agree, because children sometimes can offer something that an adult does not fit into his head, and on closer examination it turns out that the child was right.

In a number of cases, such a child's logic can be compared with what is now commonly called the term "Occal's scalpel." This principle assumes that the first simplest solution of a problem that comes to mind is correct.

Quest-technology structure

Now a few words about the very structure of such processes. Consideration of it should not be applied to a single student, but, probably, even to the whole team, because at the present stage of human development only joint actions can provide the best result.

So, it all boils down to the following:

  • Formulation of the problem (introduction) and distribution of roles;
  • List of tasks (stages of passing, list of questions, etc.);
  • The order of the task (fines, bonuses);
  • Ultimate goal (prize).

Proceeding from this, it is easy to see that the quest technology for preschoolers or the exact same process for older children is perfectly compatible with each other. The difference can only be in the complexity of the tasks assigned and the methodology for finding the optimal solution to achieve the ultimate goal.

Tasks and motivation

Now let's move on to what is commonly called motivation in achieving this goal. How to interest a child or a group of children in fulfilling a task, solve a puzzle, or find the simplest solution in achieving the final result?

It's simple. There must be a prize at the finish! This can be a good evaluation, promotion or something else. You can explain this situation on the simplest example. If anyone remembers, earlier in the Soviet pioneer camps, an indispensable measure of each shift was a paramilitary game called Zarnitsa, in which the assigned detachment was responsible for reconnaissance, for conducting an offensive, etc. This is akin to the American games of the Boy Scouts, which in the final The result should be to seize the pennant or the flag of the opposing side.

Naturally, it will be extremely difficult to conduct such an operation in the lesson, but in terms of knowledge, let's say, some historical events, literature or solving mathematical problems on speed with subsequent exposure of certain players and points to the most distinguished players on both sides - it's quite simple.

Even if you look at the quest technology in the DOW, you can easily organize a competition to find a "sweet treasure" in the kindergarten. At one time and in the camps for junior squads such methods were practiced. In order to find a treat, the children had to perform a lot of tasks and go through many tests. But as a prize, they received refreshments at all. And here its main role is played by quest-technologies in educational work. Judge for yourself, even small children can understand that the end result depends on the total effort. If one member of the team fails, everyone else will have to start all over again or help him. That's why every child tries hard, if not to look worse than others, then, at least, to invest his maximum contribution to the victory of the team. A team is what? Roughly speaking, a society in which you then have to live, corresponding to its public and private rules of conduct, as well as generally accepted moral norms.

Quest-technology in the lessons of mathematics

Separately it is worthwhile to dwell on such an object as mathematics, which is part of the general education system. Children do not like this science the most. Quest-technologies in primary school or other educational institutions have quite a lot of analogues in world practice, and even among adults who prefer to solve puzzles and practically impossible tasks on their own.

For example, the same program "Fort Bayard" with might and main uses exactly such technologies, which are related to linear quests. But if we talk about mathematics, let's give an example. For example, a class is conditionally divided into three groups. Each group, when performing the next task (for example, solving some inequality), receives one of the unknowns, which is used in the next equation, and possibly also a hint for finding the solution to the next problem.

At the same time, the team has the right to choose one player who will answer the given question (well, what is not the "What? Where? When?" Program). Thus, the solution of the same equation at the fastest possible rate (and usually given for a limited time) stimulates all pupils to show their abilities at the maximum level. In this case, the correct or incorrect decision is justified by each of the team members. When declaring the correctness of the result, everyone understands the essence of the solution. But mathematics can be understood just like that. In any case, even the most unsuccessful student will understand the meaning of the decision (of course, if only he has an interest in it).

Historical events

As for history, today it is generally accepted that writing a chronicle is an altogether ungrateful task, especially since everything is politicized so much that many are often unable to distinguish truth from fiction. Nevertheless, the modeling of some historical events can clarify many situations. Here the quest-technology in the history lesson can play a decisive role.

With all this, no need to take into account any local events in a single country or region. To start with, it's worth using examples that are beyond doubt. Quest technology is easily applied, say, to the Trojan War. The Battle of Waterloo, when one of the greatest strategists of the time, Emperor Napoleon suffered a crushing defeat, too, can be modeled.

The defeat of the Teutonic knights on Lake Peipsi, in general, can be reproduced by placing plastic figures on the table, indicating the strategic location of forces.

Of course, the result is known in advance. But what is interesting: what decision will the participants of the quest themselves take? Do they use the same tactics that Alexander Nevsky proposed at the time, or will they go their own way? It's better not to talk initially about how the battle was won, but to enable creative search. Only then can you compare the decision of the students with what was in reality. Note, with the quest technology in the education of the same moral spirit or pride for their country and their predecessors will play a significant role for each child.

The role and importance of quest-technologies in upbringing and education

It goes without saying that the role of quest-technologies in the modern world can not be underestimated simply. Making a child cramming, of course, you can, but, you know, nothing good will come of it. Roughly speaking, he will remember a certain unintelligible set of knowledge, which in practice will be completely useless. But when the understanding of this or that process comes, it's different. And, I must say, children are sometimes able to remember the material even on a subconscious level (the same multiplication table). And if the process is presented in the game form, then no one will refuse to participate in it.

Instead of the total

As you can see, any quest technology is designed not only to improve the perception of, say, educational material or to contribute to the moral formation of the child as an individual, but also can stimulate the mental and moral development of children. In addition, this method is fundamentally ambiguous, oddly enough, from two mutually exclusive rules: the search for the right logical thinking and the use of non-standard methods for solving the task. But if you dig into the story, personalities who used not only a purely scientific approach to solving a problem, you can find a lot.

It goes without saying that it's not worth dwelling on computer games or modeling them. However, from the same hits MMORPG, when it is required to create your own army, to defend oneself from enemies, keep the economy afloat, create new cities, conquer new territories, is this not the best kind of teaching economic subjects on state management? But modern games are designed for an unpredictable final result. Here, the options for the passage depend only on the decision made by the strategist himself. And by the way, children, in comparison with adults, are able to cope with this much better. Look at the ratings of online games genre MMORPG! What is the average age of participants? 10-15 years? That's what it is ...

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