diplomsko delo
Brigita Kotar (Avtor), Jože Rugelj (Mentor), Matej Zapušek (Komentor)

Povzetek

Resne igre

Ključne besede

didaktične aplikacije;konstruktivizem;splet 2.0;

Podatki

Jezik: Slovenski jezik
Leto izida:
Izvor: Ljubljana
Tipologija: 2.11 - Diplomsko delo
Organizacija: UL PEF - Pedagoška fakulteta
Založnik: [B. Kotar]
UDK: 004.4(043.2)
COBISS: 9151561 Povezava se bo odprla v novem oknu
Št. ogledov: 1194
Št. prenosov: 197
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: Serious games
Sekundarni povzetek: 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.
Sekundarne ključne besede: computer game;educational game;primary school;računalniška igra;didaktična igra;osnovna šola;
Vrsta datoteke: application/pdf
Vrsta dela (COBISS): Diplomsko delo
Komentar na gradivo: Univ. Ljubljana, Pedagoška fak., Matematika in računalništvo
Strani: 85 str.
Vrsta dela (ePrints): thesis
Naslov (ePrints): Serious games
Ključne besede (ePrints): resne igre
Ključne besede (ePrints, sekundarni jezik): serious games
Povzetek (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.
Povzetek (ePrints, sekundarni jezik): 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.
Ključne besede (ePrints, sekundarni jezik): serious games
ID: 8308946
Priporočena dela:
, diplomsko delo
, utility of the game for nutrition education