Abstract

We discuss the principles of project work of students in a higher educational institution. Examples of teaching students in information specialties are given on the example of the basics of programming and design in the system of higher education in Europe and North America. Roles of distance and traditional education and the choice of individual trajectories in this learning are shown. Particular attention is paid to the description of the game team forms of learning when working in environments of three-dimensional modeling and prototyping. The different roles of the teacher at each stage in all game projects for the construction of complex design details are described. We show examples of the developed design work at the Derzhavin Tambov State University when working with 3D graphics and reducing it to three-dimensional printing, as well as embedding the results of work in sites and blogs and other Web 2.0 resources. The key stages of the team games are presented, including the selection of the team captain using the R. Belbin psychological role test and the professional qualities of students. Such work can be successfully scaled up to all areas of university preparation, as well as to profile areas for students of secondary specialized institutions. It is concluded that the knowledge of three-dimensional modeling and prototyping is consolidated in the course of the final game team work on the construction of a complex structure or a series of architectural structures

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