QUEST-EXCURSION AS AN INTERACTIVE FORM OF EDUCATION OF STUDENTS (THE CASE OF ARCHAEOLOGICAL MUSEUM OF THE IA OF NAS OF UKRAINE)

Author:

Vasylieva Mariia,

Abstract

Today, in the struggle for visitors, museums have begun to actively use new forms of work and educational technologies. Museum - is a means of non-formal education that provides cultural, educational, intellectual, aesthetic needs of society. The introduction of innovations allows him to move away from traditional forms of exhibiting collections, diversifies forms of work, helps to increase competitiveness and the level of visitor service. With the help of interactive methods, it is possible to make museum events more interesting for the audience, transforming them from a passive spectator to an active one. One such method is a quest-excursion. This article considers the quest as an innovative form of work in the excursion activities of the Archaeological Museum of the IA NAS of Ukraine. Awareness of the educational potential of innovative methods and technologies prompted us to develop a quest and introduce it to the work of our museum. The example of a quest-excursion, created as part of the museum project "Archaeological Adventures – Interactive Activities", shows how to acquaint students with the history of human material culture in the form of an active game based on archaeological artifacts, written sources and scientifically proven facts. This form of working with visitors is extremely interesting and has many advantages. The universality of the quest is that in a relatively short period of time it is possible to learn a large layer of historical information and become interested in the exhibits, their history and origin. During the quest, children have the opportunity to communicate more, to express their own opinions. They develop independence and self-sufficiency, the ability to actively use in life the acquisition of skills and competencies. In pedagogical practice, the possibilities of interactive form of work with students in museum institutions of scientific institutions are often underestimated. Involvement of the quest game in the education of school-age children will allow to intensify the educational process and improve the perception of the studied material, in particular in historical disciplines.

Publisher

Publishing House Young Scientist

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