diplomsko delo
Dejan Dobnikar (Author), Jože Rugelj (Mentor)

Abstract

Geometrijska predstava tridimenzionalnega prostora s pomočjo prenosnih naprav

Keywords

prenosne naprave;programski jeziki;3D;Android;

Data

Language: Slovenian
Year of publishing:
Source: Ljubljana
Typology: 2.11 - Undergraduate Thesis
Organization: UL PEF - Faculty of Education
Publisher: [D. Dobnikar]
UDC: 004.4:37.018.43(043.2)
COBISS: 9495369 Link will open in a new window
Views: 975
Downloads: 217
Average score: 0 (0 votes)
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Other data

Secondary language: English
Secondary title: Geometric presentation of three-dimensional space with use of portable devices
Secondary abstract: The thesis is devoted to the question of whether we can look for parallels between computer games, which are otherwise very popular, and learning. It tries to answer questions such as: Is a learning process present during gaming? How does it happen? Is it possible to make a game that would be connected to certain courses discussed at school and still be interesting to play? Based on the findings, the thesis describes the design, outline and production of a game that works on Android devices. The introduction presents objectives, while the second chapter speaks about games and their relation to learning. A special emphasis is given to the description of principles of learning that are otherwise characteristic of school lessons, but can also be found in computer games. The third chapter describes the design of the game. The idea of the game is thoroughly presented, as well as the included functions. This chapter also speaks about the tools needed to create Android applications. The fourth chapter contains some of the features we need to know before making an application. The programming language and the production of a basic application are presented, followed by the process of building the actual game. The thesis then presents the outline and making of various parts of the game, with the organization of these parts into a whole being described in the fifth chapter. I have also visited elementary and secondary school professors to gather opinions on the game. These are collected in the sixth chapter.
Secondary keywords: computer game;learning;programming;računalniška igra;učenje;programiranje;
File type: application/pdf
Type (COBISS): Undergraduate thesis
Thesis comment: Univ. Ljubljana, Pedagoška fak., Matematika in računalništvo
Pages: V, 60 str.
Type (ePrints): thesis
Title (ePrints): Geometric presentation of three-dimensional space with use of portable devices
Keywords (ePrints): izobraževanje
Keywords (ePrints, secondary language): education
Abstract (ePrints): V diplomskem delu se posvetim vprašanju, ali lahko računalniške igre, ki so sicer zelo popularne, povežemo z učenjem. Poizkušam odgovoriti na vprašanja, kot so: Ali pri igrah poteka učenje? Kako pri igrah poteka učenje? Ali bi lahko izdelali igro, ki bi se navezovala na katero izmed poglavij, obravnavanih v šoli, in bila še vedno zanimiva za igranje? Nato je na podlagi tega opisana zasnova, načrt in izdelava igre, ki deluje na napravah z operacijskim sistemom Android. V uvodu so predstavljeni cilji, v drugem poglavju pa govorim o igrah in povezavi z učenjem. Posebej opišem principe učenja, ki so sicer značilni za učne ure v šoli, najdemo jih pa tudi v računalniških igrah. Tretje poglavje govori o zasnovi igre. Tu predstavim idejo igre ter vse funkcije, ki jih igra vsebuje. V tem poglavju tudi opišem orodja, ki jih potrebujemo za izdelavo Android aplikacij. V četrtem poglavju si pogledamo nekaj posebnosti, ki jih moramo vedeti, preden začnemo z izdelavo aplikacij. Predstavim programski jezik in način izdelave čisto osnovne aplikacije, nato pa se lotim izdelave igre. Za večino delov igre predstavim načrt in izdelavo, na koncu pa te dele še povežemo v celoto, ki je predstavljena v petem poglavju. Obiskal sem tudi profesorje osnovnih in srednjih šol, da sem pridobil nekaj mnenj o igri. Mnenja so zbrana v šestem poglavju.
Abstract (ePrints, secondary language): The thesis is devoted to the question of whether we can look for parallels between computer games, which are otherwise very popular, and learning. It tries to answer questions such as: Is a learning process present during gaming? How does it happen? Is it possible to make a game that would be connected to certain courses discussed at school and still be interesting to play? Based on the findings, the thesis describes the design, outline and production of a game that works on Android devices. The introduction presents objectives, while the second chapter speaks about games and their relation to learning. A special emphasis is given to the description of principles of learning that are otherwise characteristic of school lessons, but can also be found in computer games. The third chapter describes the design of the game. The idea of the game is thoroughly presented, as well as the included functions. This chapter also speaks about the tools needed to create Android applications. The fourth chapter contains some of the features we need to know before making an application. The programming language and the production of a basic application are presented, followed by the process of building the actual game. The thesis then presents the outline and making of various parts of the game, with the organization of these parts into a whole being described in the fifth chapter. I have also visited elementary and secondary school professors to gather opinions on the game. These are collected in the sixth chapter.
Keywords (ePrints, secondary language): education
ID: 8311134