Secondary language: |
English |
Secondary title: |
Serious games |
Secondary abstract: |
This bachelor’s thesis deals with serious games or, more precisely, with digital games that are intended for educational, training and information purposes. In the theoretical part of the thesis serious games and their structure are described. These descriptions are followed by examples of serious games in the field of military, business, health care, government institutions, politics, religion, art, and education. The constructivist learning theory and its principles that form the basis of the learning process and educational serious games’ structure are presented. The theoretical part ends with a detailed description of instructions for planning educational serious games and their future developments in Slovene educational system. In the second part of the thesis an example of a computer educational game in a form a didactic application called Postavi lokalno omrežje (Eng. Set Up a Local Network) is described. On the basis of game classification as described in the theoretical part this application is classified as an educational serious game. Learning goals and constructivist elements of this didactic application are analyzed in detail. This is followed by the description of individual assignments, introduction of the application into the curriculum and a suggestion of technical upgrade according to the Web 2.0 principle. The preparation for the class of computer science using the described application is appended to this thesis. |
Secondary keywords: |
computer game;educational game;primary school;računalniška igra;didaktična igra;osnovna šola; |
File type: |
application/pdf |
Type (COBISS): |
Undergraduate thesis |
Thesis comment: |
Univ. Ljubljana, Pedagoška fak., Matematika in računalništvo |
Pages: |
85 str. |
Type (ePrints): |
thesis |
Title (ePrints): |
Serious games |
Keywords (ePrints): |
resne igre |
Keywords (ePrints, secondary language): |
serious games |
Abstract (ePrints): |
V diplomskem delu obravnavam resne igre oziroma digitalne igre, namenjene izobraževanju, usposabljanju in obveščanju. V teoretičnem delu opišem resne igre in njihovo zgradbo. Navedem primere resnih iger s področja vojske, podjetništva, zdravstva, državnih ustanov, politike, verstev, umetnosti ter vzgoje in izobraževanja. V nadaljevanju predstavim konstruktivistične teorije znanja in njihova načela kot temeljne elemente učnega procesa in izobraževalnih resnih iger. Podrobneje opišem napotke za načrtovanje vzgojno-izobraževalnih resnih iger in njihovo prihodnost v šolstvu. V drugem delu analiziram primer računalniške izobraževalne igre, didaktične aplikacije Postavi lokalno omrežje. Didaktično aplikacijo po klasifikaciji iger v teoretičnem delu uvrstim med izobraževalne resne igre. Podrobno analiziram učne cilje in konstruktivistične elemente v didaktični aplikaciji. Nadalje opišem posamezne naloge, umestim aplikacijo v učni načrt in predlagam tehnično nadgradnjo po načelih spleta 2.0. Diplomskemu delu priložim pripravo na učno uro računalništva z uporabo omenjene aplikacije. |
Abstract (ePrints, secondary language): |
This bachelor’s thesis deals with serious games or, more precisely, with digital games that are intended for educational, training and information purposes. In the theoretical part of the thesis serious games and their structure are described. These descriptions are followed by examples of serious games in the field of military, business, health care, government institutions, politics, religion, art, and education. The constructivist learning theory and its principles that form the basis of the learning process and educational serious games’ structure are presented. The theoretical part ends with a detailed description of instructions for planning educational serious games and their future developments in Slovene educational system. In the second part of the thesis an example of a computer educational game in a form a didactic application called Postavi lokalno omrežje (Eng. Set Up a Local Network) is described. On the basis of game classification as described in the theoretical part this application is classified as an educational serious game. Learning goals and constructivist elements of this didactic application are analyzed in detail. This is followed by the description of individual assignments, introduction of the application into the curriculum and a suggestion of technical upgrade according to the Web 2.0 principle. The preparation for the class of computer science using the described application is appended to this thesis. |
Keywords (ePrints, secondary language): |
serious games |
ID: |
8308946 |