Interactive lecture “plot in plot” with the use of story designer

THEORY AND METHODOLOGY OF PROFESSIONAL EDUCATION
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Abstract:

Based on the theoretical analysis of scientific sources, the article substantiates the need to transform a lecture as a form of education at a university, taking into account the characteristics of modern students, the so-called generation Z. The leading trends in the development of a lecture are considered: changing the priority of its functions, making the lecture interactive due to a system of tasks, gamification, organization of communication in the classroom. It also provides examples of different types of interactive lectures. The author summarizes her own experience of conducting a lecture "plot in plot", built on the basis of the story designer (created on the principle of V. Ya. Propp's cards and the game “Story Cubes” by Rory O’Connor). The goals of using this type of lecture are to update knowledge, intensify the educational activities of students, and build interest in the discipline. The article describes the conditions for the preparation of the story designer, its inclusion in the class, with an example given. In conclusion, a possible limitation of the “plot within a plot” lecture is indicated, and options for its application are outlined.