diplomsko delo
Nataša Kristan (Avtor), Aleš Leonardis (Mentor)

Povzetek

3D vizualizacija v izobraževanju

Ključne besede

didaktična interaktivna igra

Podatki

Jezik: Slovenski jezik
Leto izida:
Izvor: Ljubljana
Tipologija: 2.11 - Diplomsko delo
Organizacija: UL FRI - Fakulteta za računalništvo in informatiko
Založnik: [N. Kristan]
UDK: 004.4(043.2)
COBISS: 8958793 Povezava se bo odprla v novem oknu
Št. ogledov: 676
Št. prenosov: 119
Ocena: 0 (0 glasov)
Metapodatki: JSON JSON-RDF JSON-LD TURTLE N-TRIPLES XML RDFA MICRODATA DC-XML DC-RDF RDF

Ostali podatki

Sekundarni jezik: Angleški jezik
Sekundarni naslov: 3D visualization in education
Sekundarni povzetek: There are many new methods and various forms of teaching in schools nowadays. Pupils are actively involved in educational process. That is why we have to adopt the basic educational system for usage of higher mental functions. Teachers also increasingly use newer educational technologies, such as computers, for more visual and interactive help in explanation. The 3D computer graphics with software Blender is explained in my bachelor thesis. Drawing, modeling and texturing objects, lightening and animation are explained with concrete examples, which were used in the educational interactive game. We were researching, if pupils really learn more with educational interactive game, and what future mathematics and computer science teachers think about the usage of such teaching aid. The educational interactive game was made on constructivism principles as problem solving. The game is about converting binary numbers into decimal numbers and reverse. It is represented by an interesting 3D graphic interface and it is divided to two parts. First part interactively explains theory with appropriate exercises and in the second part interactive knowledge tests are presented, which represent a final assessment of knowledge. We had tested 61 pupils in three Slovenian primary schools in surroundings of Ljubljana. The pupils were divided into two groups, where 33 of them were learning in traditional way in front of a blackboard and 28 of the pupils were learning with the educational interactive game. Afterwards they solved the same knowledge test, which showed, that some of the pupils are willing to learn with their own activity, but most of them still need a teacher for explanation. Our research also showed, that future mathematics and computer science teachers would definitely use educational interactive technology in their classes, but only as improvement of regular lessons or for practice. Educational system will need further improvements to make educational interactive technologies closer to the goal, for which they are made for.
Sekundarne ključne besede: didactic use of computer;educational game;computer graphics;didaktična uporaba računalnika;didaktična igra;računalniška grafika;
Vrsta datoteke: application/pdf
Vrsta dela (COBISS): Diplomsko delo
Komentar na gradivo: Univ. Ljubljana, Pedagoška fak., Matematika in računalništvo
Strani: II, 77 str.
Vrsta dela (ePrints): thesis
Naslov (ePrints): 3D visualization in education
Ključne besede (ePrints): didaktična interaktivna igra
Ključne besede (ePrints, sekundarni jezik): educational interactive game
Povzetek (ePrints): V šolah se pojavlja vedno več novih metod dela. Učenci so vedno bolj aktivni subjekti v izobraževalnem procesu. Zato je treba prilagoditi pouk za uporabo višjih miselnih procesov. Tudi učitelji vedno bolj posegajo po novejših didaktičnih pripomočkih, predvsem računalniku, za bolj vizualno in interaktivno pomoč pri razlagi. V diplomskem delu je opisana in razložena 3D računalniška grafika, v povezavi s programskim orodjem Blender. S konkretnimi primeri je razloženo risanje in teksturiranje objektov, postavitev svetil in animacija objektov, ki so bili uporabljeni pri didaktični interaktivni igri. Raziskovali smo, če se učenci res bolje naučijo snovi s pomočjo didaktične interaktivne igre in kaj o uporabi teh orodij menijo bodoči učitelji matematike in računalništva. Didaktično interaktivno igro smo naredili po konstruktivističnemu načelu kot problemski pouk. Tema igre je pretvarjanje dvojiških števil v desetiška in obratno. Igra je predstavljena z zanimivo 3D grafično podobo in je razdeljena na dva dela. V prvem delu je interaktivno razložena teorija s primernimi vajami, v drugem delu so interaktivni testi, ki predstavljajo končno preverjanje znanja. Skupaj smo testirali 61 učencev iz treh slovenskih osnovnih šol iz okolice Ljubljane. Učence smo razdelili v dve skupini, kjer se je 33 učencev učilo snov frontalno s klasičnim poukom, 28 učencev se je učilo s pomočjo didaktične interaktivne igre. Na koncu so rešili enak test, ki je pokazal, da so se nekateri učenci pripravljeni učiti z lastno aktivnostjo, večina učencev pa še vedno potrebuje učitelja, ki jim poda snov. Bodoči učitelji matematike in računalništva bi z veseljem uporabljali didaktična interaktivna orodja pri pouku, vendar le kot popestritev rednega pouka ali za vajo in utrjevanje. Šolstvo se bo moralo prilagoditi novim didaktičnim orodjem, da bodo le-ta osvojila svoj cilj.
Povzetek (ePrints, sekundarni jezik): There are many new methods and various forms of teaching in schools nowadays. Pupils are actively involved in educational process. That is why we have to adopt the basic educational system for usage of higher mental functions. Teachers also increasingly use newer educational technologies, such as computers, for more visual and interactive help in explanation. The 3D computer graphics with software Blender is explained in my bachelor thesis. Drawing, modeling and texturing objects, lightening and animation are explained with concrete examples, which were used in the educational interactive game. We were researching, if pupils really learn more with educational interactive game, and what future mathematics and computer science teachers think about the usage of such teaching aid. The educational interactive game was made on constructivism principles as problem solving. The game is about converting binary numbers into decimal numbers and reverse. It is represented by an interesting 3D graphic interface and it is divided to two parts. First part interactively explains theory with appropriate exercises and in the second part interactive knowledge tests are presented, which represent a final assessment of knowledge. We had tested 61 pupils in three Slovenian primary schools in surroundings of Ljubljana. The pupils were divided into two groups, where 33 of them were learning in traditional way in front of a blackboard and 28 of the pupils were learning with the educational interactive game. Afterwards they solved the same knowledge test, which showed, that some of the pupils are willing to learn with their own activity, but most of them still need a teacher for explanation. Our research also showed, that future mathematics and computer science teachers would definitely use educational interactive technology in their classes, but only as improvement of regular lessons or for practice. Educational system will need further improvements to make educational interactive technologies closer to the goal, for which they are made for.
Ključne besede (ePrints, sekundarni jezik): educational interactive game
ID: 8308272