以学校游戏(创意)俱乐部为模式在课外活动中开发青少年的创意潜能

A. Sizov
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引用次数: 0

摘要

文章介绍了利用游戏和艺术技术开发青少年创造潜能的试点实证研究结果。研究结果表明,现有的教学方法主要针对高度专业化技能的培养,而非广义上的创造潜能。为了消除这一局限,提出了在学校课外活动中开展游戏(创意)俱乐部的技术。根据 J. Renzulli 的概念,创造潜能被视为智力、动机和创造因素的综合体。假设积极的智力开发游戏(创意)活动有助于发现和形成青少年的创造潜能。游戏(创意)技术(TRIZ、表演练习、"黑手党 "游戏)被用作发展手段。为了验证假设,我们根据普拉托诺娃(S.M. Platonova)评价一般能力的方法,采用了专家评价法,并对获得的经验数据进行了统计分析。结果表明,实验组的创造潜能在智力、动机和创造力等各个层面都发生了质的变化。建议将学校游戏俱乐部模式作为不仅开发青少年创造潜能,而且开发教师在学校课外活动实践中创造潜能的技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of Creative Potential of Youth in Extracurricular Activities on the Model of School Game (Creative) Club
The article presents the results of the pilot empirical study on the development of creative potential of young people by means of game and art technologies. It is shown that the existing methodological developments are aimed at the development of highly specialized skills, but not at the creative potential in the broad sense. In order to remove this limitation, the technology of game (creative) club in school extracurricular activities is proposed. Creative potential, according to the concept of J. Renzulli, is considered as a complex of intellectual, motivational and creative factors. It is hypothesized that active intellectual-developmental game (creative) activities help to identify and form the creative potential of adolescents. Game (creative) technologies (TRIZ, acting exercises, the game "Mafia") were used as means of development. In order to test the hypothesis, we used the method of expert evaluation according to the method of S.M. Platonova for the evaluation of general aptitude and statistical analysis of the obtained empirical data. The results reflect a qualitative change of creative potential of the experimental group at all levels of creative potential: intellectual, motivational and creative. The model of the school game club is proposed as a technology for the development of creative potential not only of adolescents, but also of teachers in the practice of extracurricular school activities.
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