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

Povzetek

Geometrijska predstava tridimenzionalnega prostora s pomočjo prenosnih naprav

Ključne besede

prenosne naprave;programski jeziki;3D;Android;

Podatki

Jezik: Slovenski jezik
Leto izida:
Izvor: Ljubljana
Tipologija: 2.11 - Diplomsko delo
Organizacija: UL PEF - Pedagoška fakulteta
Založnik: [D. Dobnikar]
UDK: 004.4:37.018.43(043.2)
COBISS: 9495369 Povezava se bo odprla v novem oknu
Št. ogledov: 975
Št. prenosov: 217
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: Geometric presentation of three-dimensional space with use of portable devices
Sekundarni povzetek: 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.
Sekundarne ključne besede: computer game;learning;programming;računalniška igra;učenje;programiranje;
Vrsta datoteke: application/pdf
Vrsta dela (COBISS): Diplomsko delo
Komentar na gradivo: Univ. Ljubljana, Pedagoška fak., Matematika in računalništvo
Strani: V, 60 str.
Vrsta dela (ePrints): thesis
Naslov (ePrints): Geometric presentation of three-dimensional space with use of portable devices
Ključne besede (ePrints): izobraževanje
Ključne besede (ePrints, sekundarni jezik): education
Povzetek (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.
Povzetek (ePrints, sekundarni jezik): 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.
Ključne besede (ePrints, sekundarni jezik): education
ID: 8311134