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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Využití didaktických her ve vyučování matematice na 2. stupni ZŠ / Use of didactical games in teaching mathematics at the lower secondary level

Svobodová, Veronika January 2016 (has links)
This thesis entitled "Use of didactical games in teaching mathematics at the lower secondary level" deals with the use of educational games in math classes at secondary schools. This work is composed of two main parts, theoretical and practical. The theoretical part introduces the concepts of the game, didactic game, math games. More specifically focus on the modification of the board game Monopoly. The practical part is devoted to quantitative research, which determines what is the attitude of mathematics teachers of lower secondary school teaching to the use of games in education, as well as focus on the views and experiences of students with didactic game. Also, the work compares the written test of the curriculum for the class that graduated mathematical hour with the inclusion of educational games monopolies and class that this teaching not undergone.
2

Implementace nových poznatků do biologického vzdělávání na modelovém příkladu kmenových buněk / Implementation of new findings to biology classes - the example of stem cells

Petrová, Ivana January 2012 (has links)
The aim of this study is to collect the recent data about the establishing the lines of pluripotent stem cell and the usage of these cells for biomedical purposes. On this example, we integrated the education in life science and social science. Pluripotent stem cells were used as a key topic. During our project, we completed the PowerPoint presentation which provides the elementary knowledge on the method for establishing of pluripotent cell lines and the usage of these cells for biomedicine. We created the Czech version of didactic game PlayDecide based on the European Union project. Based on the experiences from this didactic game, the students will learn basic information on pluripotent stem cells and their usage in biomedicine. Students will establish their own opinion on ethical aspects of this topic. Students could be able to defend their opinion and to acknowledge all problems which stem from the suggested solutions. We tested this didactic game in schools.
3

Hry a herní aktivity ve výuce FJ / Games and Game Activities in Teaching French Language

Rubnerová, Jana January 2017 (has links)
This thesis deals with method of activation of didactic games and its application into the teaching process. It's focused on the theoretical description and also on the practical use in the teaching of the French language. This method is introduced as one of the ways how to practice language in funny form, but also to gain new knowledge and language skills. We will describe its major aspects and also its place in the curriculum documents as well. We will emphasize its benefits, but also the possible difficulties in its application into the teaching of foreign language. We will mention the process of the game and the atmosphere appropriate to it's use too. In the practical part we will focus on the activities which are suitable for level A0 to A2 of the Common European Framework of Reference for Languages.
4

O uso de v?deo e jogo educativos como instrumento de ensino e divulga??o da Astronomia

Souza, Thauane Lima de 21 December 2016 (has links)
Submitted by Ricardo Cedraz Duque Moliterno (ricardo.moliterno@uefs.br) on 2017-03-30T21:29:02Z No. of bitstreams: 1 DISSERTACAO THAUANE-FINAL (3).pdf: 2270065 bytes, checksum: 57e7cc71a5309821de988ba9e5addcf8 (MD5) / Made available in DSpace on 2017-03-30T21:29:02Z (GMT). No. of bitstreams: 1 DISSERTACAO THAUANE-FINAL (3).pdf: 2270065 bytes, checksum: 57e7cc71a5309821de988ba9e5addcf8 (MD5) Previous issue date: 2016-12-21 / Currently, due to the various technological options, the vast access to information and the demotivation of some students, much is discussed in the literature about the way of teaching so that it becomes diversified and attractive. The teacher / classroom model with traditional teaching has leaved to be the main medium in the teaching-learning process. Faced with this new educational paradigm, the need arises to seek strategies that increase the interest, the motivation and consequently the level of learning of the students. In this sense, we have the ludic forms of teaching, such as the application of didactic games, which are increasingly present in the school environment. From this context, a didactic game, entitled "Space Track" and an educational video called "Unraveling the Universe", was created. The theme is about Planets and Dwarf Planets, Eclipse, Seasons of the Year, General Astronomy and Constellations. In particular, these tools can be used in both formal and non-formal learning environments. In this work the product was applied in five classes of Elementary School and four of the High School of the Col?gio Estadual Ferreira Pinto. The survey of prior knowledge and learning after the implementation of activities was carried out through pre- and post-tests on the above topics. / Atualmente, em virtude das v?rias op??es tecnol?gicas, do vasto acesso ? informa??o e da desmotiva??o de alguns estudantes, muito se discute na literatura sobre a forma de ensino de modo que ela se torne diversificada e atrativa. O modelo professor/sala de aula com o ensino tradicional tem deixado de ser o principal meio no processo de ensino-aprendizagem. Diante desse novo paradigma educacional, surge a necessidade de buscar estrat?gias que aumentem o interesse, a motiva??o e consequentemente o n?vel de aprendizagem dos alunos. Neste sentido, temos as formas l?dicas de ensino, como, por exemplo, a aplica??o de jogos did?ticos, que est?o cada vez mais presentes no ambiente escolar. A partir desse contexto, foi elaborado um jogo did?tico, intitulado ?Trilha Espacial? e um v?deo educativo chamado ?Desvendando o Universo?, cuja tem?tica trata sobre Planetas e Planetas An?es, Eclipse, Esta??es do Ano, Conhecimentos Gerais de Astronomia e Constela??es. Em particular, estas ferramentas podem ser utilizadas em ambientes de ensino formal e n?o formal. Neste trabalho o produto foi aplicado em cinco turmas do Ensino Fundamental e quatro do Ensino M?dio do Col?gio Estadual Ferreira Pinto. A sondagem do conhecimento pr?vio e do aprendizado ap?s a aplica??o das atividades foi realizada por meio de pr? e p?s-testes sobre os temas citados.
5

A educa??o de jovens e adultos: hist?rico, panorama e proposta de interven??o pedag?gica por meio do l?dico

VEIGA, Luciana Lima de Albuquerque da 10 February 2017 (has links)
Submitted by Jorge Silva (jorgelmsilva@ufrrj.br) on 2018-06-13T18:59:25Z No. of bitstreams: 1 2017 - Luciana Lima de Albuquerque da Veiga.pdf: 3738331 bytes, checksum: 6b4d0b160eeb9ebe6f60d0708b72064b (MD5) / Made available in DSpace on 2018-06-13T18:59:25Z (GMT). No. of bitstreams: 1 2017 - Luciana Lima de Albuquerque da Veiga.pdf: 3738331 bytes, checksum: 6b4d0b160eeb9ebe6f60d0708b72064b (MD5) Previous issue date: 2017-02-10 / Although we live in a world surrounded by technologies and innovations, the context of public policies for Youth and Adult Education still presents with little force in Brazil and in various parts of the world. This public is historically marked by inherent prejudices of roots that have arisen since the colonization of our country, and today we still show discourses and practices that are not in keeping with the real needs of these students. In this sense, education aimed at serving this public should privilege and value the students' prior knowledge, of training to ensure meaningful learning. One of the issues that catches our attention is the disciplines of the natural sciences, which are rich in content to be explored, but still present in our schools with only theoretical lessons, full of concepts and detached from reality. Using resources and didactic strategies for science teaching has been a recurring discourse and consensus among researchers in the area of teaching, but having these strategies clearly and organized is not a simple task and is not always available to the Teacher in the classroom. To insert games, games, videos, cinema, and finally some pedagogical tool to help the development of the teaching process, especially the teaching of science, is a very plausible proposal that can generate good results with respect to student learning efficiency . A good planning in search of the creation of a playful environment, freed of obligations and oriented to the joke, can stimulate the student in the search of the understanding of the proposed contents, through a language of easy access and understanding. This is a view that has been widely researched by different authors, and supports this work, which is based on the making and execution of a didactic game for science teaching. Flemming & Mello (2003) reports that the use of classroom games (JD) always has two premises: The need to innovate and the facility to promote the creative process. Therefore, in this work we do not intend to propose a better method of teaching, but to contribute in a positive way to the experience report of the use of playfulness as a way of insertion and motivation of young and adult students in the disciplines of Teaching Nature Sciences Middle School of a State School in the Municipality of Serop?dica, RJ, in order to promote a more meaningful learning. / Apesar de vivermos num mundo cercado de tecnologias e inova??es, o contexto das pol?ticas p?blicas para a Educa??o de Jovens e Adultos ainda se apresenta com pouca for?a no Brasil e em v?rias partes do mundo. Este p?blico ? historicamente marcado por preconceitos inerentes de ra?zes surgidas desde a coloniza??o do nosso pa?s, e nos dias de hoje, ainda evidenciamos discursos e pr?ticas n?o condizentes com as reais necessidades destes estudantes. Neste sentido, a educa??o voltada para atender este p?blico deve privilegiar e valorizar os conhecimentos pr?vios dos estudantes, de formar a garantir uma aprendizagem significativa. Uma das quest?es que nos chama a aten??o s?o as disciplinas de ci?ncias da natureza, as quais s?o ricas em conte?dos a serem explorados, mas ainda se apresentam em nossas escolas com aulas apenas te?ricas, repletas de conceitos e descoladas da realidade. Utilizar recursos e estrat?gias did?ticas para o ensino de ci?ncias tem sido um discurso recorrente e um consenso entre os pesquisadores na ?rea de ensino, mas ter a disposi??o estas estrat?gias de forma clara e organizada n?o ? uma tarefa t?o simples e nem sempre est? ? disposi??o do professor em sala de aula. Inserir jogos, brincadeiras, v?deos, cinema, enfim alguma ferramenta pedag?gica para auxiliar o desenvolvimento do processo de ensino, em especial do ensino de ci?ncias, ? uma proposta bastante plaus?vel e que pode gerar bons frutos no que diz respeito ? efici?ncia da aprendizagem do estudante. Um bom planejamento em busca da cria??o de um ambiente l?dico, liberto de obriga??es e voltados para a brincadeira, pode estimular o estudante na busca da compreens?o dos conte?dos propostos, atrav?s de uma linguagem de f?cil acesso e entendimento. Essa ? uma vis?o que tem sido bastante pesquisada por diferentes autores, e que suporta este trabalho, que tem como base a confec??o e execu??o de um jogo did?tico para o ensino de ci?ncias. Flemming & Mello (2003) relata que a utiliza??o de Jogos did?ticos (JD) em sala de aula tem sempre duas premissas: A necessidade de inovar e a facilidade para promover o processo criativo. Portanto, neste trabalho n?o temos a pretens?o de propor um melhor m?todo de ensino, mas contribuir de forma positiva com o relato de experi?ncia do uso da ludicidade como forma de inser??o e motiva??o de estudantes jovens e adultos nas das disciplinas de Ci?ncias da Natureza do Ensino M?dio de uma Escola Estadual no Munic?pio de Serop?dica, RJ, a fim de promover uma aprendizagem mais significativa.
6

Výuka frazémů v rámci českého jazyka na 2. stupni ZŠ / Teaching phrasemes in the Czech language at the 2 nd grade of elementary school

PELÁNOVÁ, Klára January 2019 (has links)
This diploma thesis focuses on teaching phrasemes in Czech language lessons in elementary schools especially in 7th grade. The thesis is divided into two parts, a theoretical one and research. The main goal of the theoretical part is to present the basic overview of phraseology as a linguistic discipline and didactic games as activating methods of education. The empirical part describes the creation and usage of didactical tools for teaching phrasemes and also summarizes the results of a survey.
7

Didaktinis žaidimas "28" / Didactic game "28"

Norkevičiūtė, Indrė 02 August 2013 (has links)
Darbo tikslas- paaiškinti bei įrodyti sukurto objekto (didaktinio žaidimo) didaktinį naudingumą vaiko gyvenime ir įrodyti kaip tinkamai sujungtas (objektas) dizaino aspektu su edukacine priemone. Naudojant įvairius šaltinius, analizuojant analogus, išsiaiškinama kas yra svarbiausia, kuriant didaktinį žaislą, kokie keliami saugumo reikalavimai. Pateikiami kūrybiniai darbo ieškojimai. Taip pat medžiaga susijusi su pedagogine veikla ir objekto pritaikymo joje. Apsilankymas Šiaulių Moksleivių namuose, leido įsitikinti žaislo naudingumu, realiame gyvenime, jo naudingumu bei svarba vaiko gyvenime. Darbo rezultatus (kūrybinį darbą)galima naudoti visose įstaigose, kur lankosi ikimokyklinio amžiaus vaikai, bei individualiai žaidžiantiems vaikams, namuose. / The purpose-to explain and demonstrate the created object (didactic game) didactic utility of a child's life and to demonstrate how to properly connected (object) design aspect of the educational tool. Using a variety of sources, analyzing analogues check on what is most important, the development of a didactic toy as for safety. Presented creative work pursuits. As well as materials related to teaching activities and the application of the object in it. Visit Siauliai pupils at home, make sure the toy has usefulness in real life, the usefulness and importance of a child's life. Performance (creative work) can be used in all establishments frequented by children of preschool age and individual children playing at home.
8

Didaktické hry a jejich zařazení do výuky fyziky na ZŠ / Didactic games and their inclusion to physics teaching at basic school

NOVÁKOVÁ, Alena January 2015 (has links)
This thesis is focused on the inclusion of educational games in teaching physics at the elementary schools. The work aims to create a set of educational games for teaching physics at the elementary school. The theoretical part analyzes the theory of didactic games and use of games in education, increasing motivation among pupils. Further the theoretical part consists of an analysis of the selected thematic unit "substances and bodies". The practical part consists of a set of my own didactic games. Created didactic games can serve mainly for practicing, repetition and consolidation of curriculum and are designed to develop the selected key competencies to stimulate the innate playfulness and creativity of students. They also provide feedback on students' knowledge. It is possible to include games into the teaching in the form of competitions of individuals, couples or groups of pupils. Didactic games' benefits were verified in tests. Evaluation and results of these tests are elaborated at the end of this work.
9

Environmentální výchova jako průřezové téma RVP a jeho realizace ve školním a mimoškolním vzdělávání

ŠŤASTNÁ, Kateřina January 2018 (has links)
The diploma thesis focuses on the cross-curricular theme the Environmental Education according to the Czech Educational Programme. The aim of it is to show the implementation of the teaching about the current problems connected to the conservation of the environment in different segments of the Czech educational process. The first chapter deals with the Environmental Education in general - its characteristics, the interconnections with the other school subjects, the topics and the expected recommended outcomes. The second chapter describes the teaching of Environmental Education in the Czech Republic and in the selected countries of the European Union. Then it focuses on the didactic specifics of the Environmental Education and the means and methods of its teaching. The third chapter occupies with the changes in the perception of the nature and the selected current environmental problems of the present society. The fourth chapter deals with the topic of the natural upbringing in the nature, mainly in the 20th century. The fifth chapter analyses the implementation of the Environmental Education by the Czech association Junák český skaut, z.s. The sixth chapter suggests the application of the didactic games intended for the scout programme or different clubs with the environmental themes. It introduces the particular didactic games suitable for the implementation into the educational process and it also presents author´s own didactic game PET-life.
10

Didaktické hry a jejich zařazení do výuky fyziky na ZŠ / Didactic games and their inclusion to physics teaching at basic school

BRABCOVÁ, Jitka January 2014 (has links)
The diploma thesis Didactic games and their inclusion in physics education deals with its play in physics teaching at the second grade of primary school. It focuses primarily on electricity and magnetism and is complemented with the possibility of extracurricular activity and formation of positive attitude towards this area of physics and physics as a whole. The work is divided into a theoretical part, which engages in the theory of games, game didactic requirements and methods of its inclusion in the lesson. Furthermore, the motivation and the end of the theoretical part consists of an analysis of electricity as a topic and magnetism in terms of RVP and school educational programs, including cross-cutting themes and key competencies. The second part deals with the various types of games. A general view includes games with physical principles that can be purchased in our market, computer games and options of educaching. The main part of the educational games contains rules and recommended way of games´ categorization. Plays are divided into chapters. According to their use. Games for one pupil , games and activities for the division of students into groups, games for creative thinking and development of communication, games in the role - " role playing ", games for remember, knowledge games, motion games, card games, relaxing games motivated by electric current, games with a physical base. The conclusion is included verification of using games in the classroom, which is based on observation, pupil´s questionnaire and test of students' knowledge in the chosen field.

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