the goal of the program: pupils ' acquaintance with the technologies, tools and practices of project activities, the acquisition of design skills required to generate ideas and implement your own project using the infrastructure library.
Familiarity with design technology and the study of their methodological bases; provision of complex special knowledge is required for the generation of project ideas, implementation, presentation and promotion of projects;
consolidating the skills of team work, development of communicative competencies through communication and collaboration with peers, experts, experts.
mastering the skills / competencies of the future: the development of design thinking, cognitive needs, creativity; increase motivation to work and project cooperation, cooperation in the framework of the implementation of breakthrough projects; development of communicative abilities and skills;
the Formation and appropriation of the image of the future, developing the ability of students to predict their personal and professional development, taking into account the transformation of the labour market, technological and socio-cultural trends, creation of individual educational, professional and project trajectory.
the formation of the ability to professional self-determination through the implementation of an individual project;
the implementation of the professional sample format for project work, career guidance and career support;
Support of project work using complex digital tools;
assist in the development of individual and team projects, submitting them for contests and competitions (hackathon project), exhibitions and other public events.
Interdisciplinary course “school day in the library" provides a practice-oriented training with the solution of case problems.
Project in the library (lesson 1 once a month, 4 blocks 40-60 minutes):
theory: lectures introducing modern design and production technology;
practice: workshops, master classes, workshops, exercises, work with templates and matrices, business and role-playing games, card game design, workshops involving representatives of innovation infrastructure, technological companies, start-UPS;
team work on a project task using the resources and collections library;
fastening: quizzes, games; work with library resources (catalogs, library collections, multimedia), self-reflection and vzaimopomosch; consultations on individual projects.
Organization of educational process:
Provided the organization of educational process in two interrelated and mutually reinforcing forms:
overtime form, in which students after class (at home or in the library) self-study core and additional materials, get acquainted with the recommended literature and carry out practical tasks; individually or in a team working on the implementation of the project.
fixed form, in which the teacher explains new material, advises students in the process of the fulfilment of practical tasks, sends them to the team working on the design task, checks the level of development of design technologies using role-playing, business card design games, quizzes, tests;
Position: Заместитель начальника методического отдела
Position: Начальник отдела экологических изысканий
Position: Методист по экологическому просвещению