Economical strategic board game «I choose Success!»
Kozyreva Nelly,the patent of Russia for the invention № 2111785 "Board game"
The game promotes
·forming the interest to innovative activity
·making the positive attitude to creativity ideas
·to comprehend the role of "IDEA" and its significance in all chain of goods cycle- from idea up to its implementation for new toys.
The game acquaints children of about 9 years and adults with main characters of modern Economics and allows playing such roles as an Inventor, Industrialist, Businessman and Banker.
The game is for 3-4 Players. In the visual and entertaining form it trains the role operating of these people in all cycle from creation of the goods till its sale (choosingthe goods for creation by the Inventor - choosing the goods for production by the Industrialist - choosing the goods for purchase by the Businessman - etc.). The game teaches to estimate the transactions during the production of idea, goods, and services and to correlate it to the contribution of other people, to take into account for its practicality for the society. The game acquaints with taxes which are in Russia and promotes increase of economical literacy and people activity.
The players can change the rules supply, thus modeling different economic conditions. The personal experience of simulation of different economic conditions allows at once feeling the dynamic of game changes by your own will. To win it is necessary to learn not only working out own strategy, but also to change it relaxed, watching for changes of the situation. From this point of view this game can be named «Economical chess» as it promotes development of strategic business way of mind and change of tactics.
Il est proposé d'élaborer et réaliser le Projet: la création du Centre de l'enseignement des enfants à l'oeuvre-l'exposition - musée des jouets brevetés.
Le but de l'exposition - recueillir tousles jouets et les brevetés du monde, (le jouet, pour qui on reçoit le brevet d'invention - est reconnu de la nouveauté, ayant au niveau supérieur mondial, et l'originalité) et apprendre les enfants et les adultes à la base des jouets - inventions :
-se servir des accueils créateurs (les outils TRIZ) pour l'invention des nouvelles idées dans les domaines techniques et littéraires de l'oeuvre;
-les habitudes de la réalisation des idées, la réalisation de ceux-ci dans la vie.
On peut créer une telle exposition dans les parcs des distractions - par exemple, le Centre de scientifigue et technigue (Le Vaisseau), park de l’eau, Futuroskope, le Disneyland,... À l'enseignement populaire des enfants et leurs parents aux accueils de l'oeuvre, la génie inventeur (TRIZ) et la fabrication des jouets, inventés par eux, (les contes, l'imaginaire), l'acquisition de l'effet systémique est possible : l'éducation de la génération de la jeunesse énergique et créatrive, capable a décider indépendamment les tâches créatives.
La devise de L'exposition:
«Tout, ce que il y a ici – n ‘est qu’une petite partie de possible»
The Altshuller-formulated principles of resolving contradictions are the most popular TRIZ tool. How is it usually taught? The explanation of the tool gist is normally accompanied by examples from various, chiefly technical areas. A student must imagine the situation presented by a teacher (which implies the knowledge of peculiarities of various constructions from multiple branches of technology), "discern” the model of a problem and the model of its solving with the aid of a principle. This demands a very high level of abstract thinking of a student, the ability to focus on a topical problem and to easily switch over to a next problem, as well as other special thinking abilities which are not characteristic of all students.
How can we facilitate the understanding and mastering of a principle by a student? It would be useful to ease his analytical apparatus of comprehending a large number of example problems and to use the released efforts in a more useful direction. For this purpose, a single through example is very suitable. A student must focus on thorough understanding of an example only once. Then he only adds new facts to the formed system of notions.
But how can we find such an example? A through example must comply with some requirements:
1.It must be equally effective for illustrating the maximal number of principles.
2.The object used in the example must possess a potential for unlimited transformations.
3.The patent fund for the selected object must be rich enough.
4.The structure and the manner of operation of the object must be easy to understand.
5.The example must be interesting for any category of students.
The Project: World permanent exhibition - museum of toys – inventions
Kozyreva Nelly, Moscow
It is offered to develop and realize the Project: Creation of the Center of training of children to creativity: the Exhibition - museum of the patented toys.
The purpose of an exhibition - to collect all when or the toys patented in the world (the toy on which the patent for the invention is received, admits novelty having to the maximum world level and originality) and to train children and adults on the basis of toys - inventions:
- To use creative receptions (tools of TRIZ) for inventing new ideas in technical and literary areas of creativity;
- To skills of realization of the ideas, their embodiments during a life.
Such exhibition can be created in parks of entertainments - for example, the Disneyland, Aqua parks, Futuroskope... At mass training children and their parents to receptions of creativity, inventions (TRIZ) and to realize of the toys thought up by them (and fairy tales, a fantasy), achievement of system effect is possible: education of generation of the initiative and creative youth capable independently to solve creative problems.
Psychologists think: last years the problem of training of creativity, extension of creative capabilities people is considered as a most effective way of an active development of the personality. And a concept "creativity" is more and more often used in a more comprehensive sense: as the ability of a man to build his life more flexible, as a capacity to find alternate versions of the solutions of problems, as a capacity to achieve success in implementation of the ideas. Professor of psychology and education from Yell University R. Sternberg believes that the successful creativity in life is not reduced only to ability to generate new ideas. He offers to develop at the people three various components of making successful self-realizations:
1. Actually creative: skill to find new interesting ideas to leave for frameworks of the accepted norms, to see latent for other opportunity.
2. Analytical: ability to analyze and to estimate ideas to expect consequences of new ideas, to solve problems and to accept the decisions.
3. Practical: skill to realize ideas. Even the most magnificent idea is useless, while it is not embodied in the real world as the effective solution, while it does not bring the results.
TRIZ offers us ready tools to develop creative and analytical components of success: Altshuller’s Inventive Principles and Standards, 9-Windows, laws of technical system evolution.
It is necessary "to add" a practical part and learn to realize ideas!
We propose to organize the special exhibitions - exposition of the toys - inventions for system realization of training to develop creative analytical practical thinking. They can be situated at places of mass rest of adults and children: Disneyland, Aqua parks. It is necessary to create such an environment, in which every person cannot only learn to develop the abilities, but also to realize the creative ideas. We can connect system resources of education, entertainment industry and venture capital for people training at the time of rest and entertainment.
TRIZ-tools for develop thinking skills, imagination, speech for children aged 3 to 7 years
Nelly Kozyreva, Dr. Psychology
In preschool pedagogy, board games (a variety of educational games) are the means, method and form of training, educating and developing a child. Nelly Kozyreva, Dr. Psychology, has created a series of developing games "Teremok" for children aged 3 to 7 years.
The games are based on the plots of author's and folk tales familiar to the target age children. The game set includes cardboard cards illustrating the key scenes of the tales, and additional inserts. The tale subjects are pictured on both sides of each card. There are holes of various geometrical shapes and sizes in the cards. Each hole is in place of one of the characters. The characters themselves are depicted on separate cardboard inserts and their shapes correspond to that of the holes in the cards. The number of inserts is much greater than that of the cards, which makes it possible to choose which of the characters to put on a "vacant place" in order to cover the hole. The accompanying book contains methodical recommendations and description of the basic games with one set of the games: 17 games for children aged 3 to 4 years, 35 games for children aged 4 to 5 years and 44 games for the age group 5 to 7 years.
!!! The registrations’ guests may download all text and pictures on page...»
a) to
accomplish the opposite action instead of an action provided for
in a task;
b) to
make the moving part of an object or environment get motionless
and make motionless part get moving;
c) to
turn an object "upside down”, to turn it inside out
For
studying this principle we will also use inversia, i.e. we will
start with the point 13c - to turn an
object "upside down”. "But if the Webble is put on its head, it will
fall”,
you may think and you’ll be absolutely right. The ordinary Webble will
fall,
but if a freight turns out to be in its head which stands on the
surface, then
these will be inventions according to USSR patents No 1347961, No
645661,
No 1349762.
These toys can not only stand
on their heads but also rock on them. They will have different shape and
diapason of motions depending on whether they rock on the head or on the
base.
What lets these toys stand and
rock on their heads?
"A Technique of training of creative thinking
by the board games with fairy tales"TEREMOK
of FAIRY TALES"
Conference
"CREATING HUMAN CAPITAL"
lifelong
learning for the knowledge society26-29
september, 2001, Finland,Helsinki
Now, solving a
problem of human personality’s increase, the psychologists often pay attention
to the development of creative capabilities. Various methods of the development
of a creative potential of a person are designed in the Theory of the Solution
of inventor's Problems (TRIZ, Russia,
author – G. Altshuller).
It is known,
that the usage of game techniques sharply increases the effectiveness of any
training. The therapy by fairy tales successfully develops as one of the
directions of a psychotherapy. I propose
to use specially designed technique - board game with fairy tales
"Teremok" as a didactic material for training of creative
thinking.
Creativity
is an act of creation of a world fromnothing
"CREATING
HUMAN CAPITAL" lifelong
learning for the knowledge society
26-29 september, Finland,Helsinki
."The Education consists not only
of the development of memory and enlightenment of mind.
A main problem
of Education - to learn to control the desires ".
Last years the problem of
training of creativity, extension of creative capabilities people is considered
as a most effective way of an active development of the personality. And a
concept "creativity" is more and more often used in a more
comprehensive sense: as the ability of a man to build his life more
flexible,as a capacity to find
alternate versions of the solutions of problems, as a capacity to achieve
success in implementation of the ideas.
Today world faces
problems of huge, universal value, which require to be solved. Obsolete methods
of solution of these problems are unsuccessful.So we should obviously learn to change the way of thinking. We are simply
forced to study to think in a new way.
Many people now combat,
struggle to divide among themselves restricted resources of planet, materials,
money, territory. It is a way of destruction.