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Motivation And Values Of Children And Adolescents: Identification, Support And Development Methods

Table 4:

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
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