Technology group |
The main content in the learning process |
Technologies that ensure self-actualization of the subjective experience of students |
Emotional-psychological attitudes and emotional-psychological generalizations in learning, emotional-psychological advancing, personal-semantic context of learning, transformation of theoretical material into figurative |
Interactive technology |
External, internal, multiple dialogues; dialogue of eras, dialogue of diverse cultures |
Game technology |
Role-playing and other types of didactic games, including computers with their colour didactic capabilities, imitation, mental journeys |
Student self-expression technologies |
A situation of choice, personalization, tasks for manifestations of self-reflection, zones of existential manifestations of students |
Technologies of psychological - didactic support for students |
Success situations, zones of self-differentiation and self-individualization of students, models of life self-determination, modelling of life situations and behaviour situations |
Creative-type technologies |
Initiation of students' creative activity, problem situations, tasks on the "meaning" of the situation and others |