učenje programiranja z medpredmetnim povezovanjem
Špela Zavrl (Author), Janez Demšar (Mentor)

Abstract

Z medpredmetnim povezovanjem in poglabljanjem vsebin predmetov se lahko odlikuje projektno učno delo, ki sodi med ciljno usmerjene učne metode in sestoji iz sosledja v naprej določenih in načrtovanih etap, kot so: razvijanje zamisli, načrtovanje, izvedba končnega produkta, v katerih je učenec osrednji aktivni izvajalec dejavnosti na podlagi katerih pride do neposrednega znanja in spoznanja. Namen magistrske naloge je bil prikazati primer projektnega učnega dela v 4. razredu osnovne šole, s temeljnim poudarkom na medpredmetnim povezovanju in izdelavi pustolovskih računalniških iger v orodju Odisej. V teoretičnem delu so poleg opredelitve pojmov medpredmetnega povezovanja ter projektnega učnega dela, opisani različni modeli in pristopi za načrtovanje, utemeljene so prednosti in pomanjkljivosti ter strategije načrtovanja, izvajanja ter ocenjevanja. Sledi pedagoško raziskovalni del. V praktičnem delu je predstavljen način organiziranja projektnega učnega dela za uspešno izdelavo končnega izdelka, kot je pustolovska računalniška igra. Z ustvarjanjem računalniških iger se učenci na zabaven način soočijo s temeljnimi programerskimi koncepti, kjer je sama računalniška igra zaradi prepletenosti z vsakdanjem življenjem in pozitivne naravnanosti do nje, učencem odličen motivator za delo in jim nudi ustvarjalno okolje za izražanje ter pripovedovanje zgodb. V empiričnem delu predstavimo način, izpeljavo in rezultate raziskave, kje nas zanimajo predvsem odgovori na vprašanja o pogostosti uporabe projektnega učnega dela pri pouku, kako se samo projektno učno delo obnese v praksi ter kakšna so opažanja učencev in učiteljice, ki so bili deležni takšnega načina poučevanja. Sledijo lastna opažanja, ki izvirajo iz udejstvovanja pri pouku in analiza intervjuja z učiteljico na podlagi katerih ugotovimo, da lahko s pomočjo pustolovskih iger, ki je končni produkt projektnega učnega dela, povečamo motivacijo pri ostalih predmetih vključenih v pouk, prav tako s pomočjo pustolovskih iger lahko posodobimo klasičen oz. tradicionalni način sumativnega preverjanja znanja iz domačega branja ter hkrati preverimo tudi višje taksonomske ravni. Na osnovi svojih pedagoških izkušenj v sklopu dosedanje pedagoške prakse lahko zaključim, da je bila pri pouku računalništva uporaba projektnega učnega dela uspešna in dobro sprejeta, saj so učenci z lastno aktivnostjo prišli do novega znanja in so osvojili v naprej določene učne cilje medpredmetnih povezav. Poskusna uporaba programa Odisej je potrdila, da so vizualna programska okolja primerna za uvedbo pustolovskih računalniških iger, s katerim se učenci srečajo z osnovnimi programerskimi koncepti in kreativno uporabljajo večpredstavnost za pripovedovanje zgodb skozi sam scenarij igre.

Keywords

projektno učno delo;preverjanje znanja;domače branje;

Data

Language: Slovenian
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UL PEF - Faculty of Education
Publisher: [Š. Zavrl]
UDC: 004:373.3(043.2)
COBISS: 52751619 Link will open in a new window
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Downloads: 22
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Other data

Secondary language: English
Secondary title: Project of creating adventure games: learning programming via interdisciplinary collaboration
Secondary abstract: Interdisciplinary integration and in-depth subject matter content can be the basis of project learning, which is a part of goal-oriented teaching methods and consists of sequences of stages planned in advance such as: idea development, planning, execution of the final product where a student is a central active leader of activities resulting in direct knowledge and discovery. The objective of the master’s degree thesis is to illustrate an example of project-based learning in year four of primary school with the emphasis on interdisciplinary integration and design of adventure computer games with the software tool Odisej. In the theoretical part, besides definition of concepts of interdisciplinary integration and project-based learning, there is research of various models and approaches to planning, arguments for advantages and disadvantages and planning strategies, execution and assessment. The pedagogic research part follows. In the practical part an approach to organization of project-based learning for successful design of the final product such as an adventure computer game is presented. By designing computer games students are faced, in a fun way, with basic concepts of programming where the computer game itself is an excellent motivation for work for the students because of its intertwinement with everyday life and positive attitude towards it and it thus represents a creative environment for expression and storytelling. The empirical part presents an approach, execution and results of the survey where we are interested primarily in answers to questions on frequent use of project-based learning during classes, how project-based learning works in practice and observations of students and teachers who have experienced project-based teaching. My own observations follow next; they originate from actively participating in the teaching process and analysis of an interview with a teacher, which leads to conclusions that with the help of adventure games, which are the final product of project-based learning, we can increase motivation for other subjects that are a part of the topics taught and we can also modernize classic or traditional method of summative knowledge assessment of home reading and at the same time asses higher taxonomic levels. Based on my personal pedagogic experience during my practical training the conclusion is that the use of project-based learning in teaching computer science classes was successful and well received since the students acquired new knowledge and interdisciplinary integration learning goals planned in advance. The pilot use of the software Odisej has confirmed that visual programming tools are suitable for introduction of adventure computer games since students are introduced to basic programming concepts and creatively use multi-level expressions for storytelling through the script of the game.
Secondary keywords: computer science;primary education;računalništvo;osnovnošolski pouk;
File type: application/pdf
Type (COBISS): Master's thesis/paper
Thesis comment: Univ. v Ljubljani, Pedagoška fak., Predmetno poučevanje, Matematika in računalništvo
Pages: 133 str.
ID: 12588739
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