• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 28
  • 9
  • 2
  • 1
  • 1
  • Tagged with
  • 41
  • 41
  • 28
  • 28
  • 12
  • 8
  • 8
  • 7
  • 7
  • 6
  • 5
  • 5
  • 5
  • 5
  • 5
  • 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.
31

Etude des déterminants anthropo-didactiques de l'usage des jeux à l’école maternelle dans l’enseignement des mathématiques / Study of anthropo-didactic determinants of the use of games in kindergarten in learning mathematics

Ahmad, Faten 06 November 2014 (has links)
L’objectif de la thèse est d’étudier l’usage du jeu dans l’enseignement des mathématiques à l’école maternelle ; il s’agira de :* Décrire le rôle du jeu à visée didactique dans le domaine des mathématiques en grande section d’école maternelle. Permet-il de construire les connaissances ? À quelle condition ? Donne-t-il un sens aux connaissances visées ? Nous décrirons ces situations dans la perspective de la théorie des situations didactiques qui considère la situation comme un système au sein duquel interagissent un certains nombre de sous-système (Brousseau, 1998) : l’élève, le maître, la connaissance ;* Caractériser les types de jeu et définir les fonctions des divers jeux utilisés à l’école maternelle à la fois du point de vue externe – analyse didactique du jeu – et interne (du point de vue des enseignantes et des élèves) et nous examinerons les rapports entre les fonctions déclarées (par les professeurs), les attentes qu’ils entretiennent à l’égard des jeux qu’ils proposent… et les fonctions effectives des jeux que nous dégagerons à partir d’une analyse didactique classique.Tel sera le point central de la thèse : examiner le niveau de recouvrement entre les fonctions déclarées (attendues, espérées…) en terme d’acquisition de connaissances nouvelles, ou de renforcement de connaissances déjà acquises… et les fonctions effectivement assurées par ces jeux ; par exemple, le jeu de l’oie ne permet pas d’enseigner la suite numérique puisque précisément cette connaissance est nécessaire pour pouvoir jouer : ainsi, le jeu de l’oie permet un renforcement, un exercice de connaissances déjà-là et non de créer les conditions de leur acquisition. Il s’agira ensuite d’examiner (ou de discuter) les effets de ces éventuels décalages.La thèse permet de repérer trois styles dominants dans l’usage du jeu : un style didactique motivationnel spontané sous la direction subtile des enseignantes (ouvert, essais et erreurs, stratégies centrées sur l'élève) ; un style directif (les tâches données et les activités sont conduites pas à pas par l'enseignant qui conduit et étaie une démarche tout en attendant un résultat précis) ; un style associatif incitatif (non directif, très centré sur les élèves et leur capacité de travail en groupe, où l’enseignante fait confiance aux élèves et a un rôle essentiel pour faciliter les apprentissages). / Our work confronts the educational aspect proposed by Brougère and didactic aspect defined by Brousseau. Our goal is to study the educational situations and particularly the role of "didactic game" for pre-primary students in learning mathematics; identify the types of play on all games observed and classify them taking into account variables, through a hierarchical cluster analysis or HCA, in three different categories of functions: interest function, function of contextualization, function of confrontation; to look for the link between the functions reported by teachers and effective functions, by our own analysis of games. This analysis allows us to identify three styles dominating the use of game: the spontaneous motivational teaching style under the discreet direction of the teachers (open, trial and error, student-centered strategies); the directive style (the given tasks and the activities are carried out step by step by the teacher who leads and underpins an approach while waiting for an accurate result); the incentive associative style (non-directive, very focused on students and their ability to work in groups, where the teacher relies on students and has a key role to facilitate learning).
32

Didakticky upravené pexeso ve výuce francouzského jazyka na 1. stupni ZŠ / Didactically modified memory game in French at the primary school

Korábová, Jana January 2012 (has links)
Anotation This thesis proposes a new structure of a memo game that is modified so it can be a part of a French class. It is discussed in wider perspective: besides the didactic of foreign language it touches also the intercultural domain or development of key competencies. Theoretic part elaborates on psychological and didactic bases from which the new concept of the memo game arise. The benefit of playing games in classes is also specified. Other games which can be played with the designed cards as well as reflections of these games are given in the practical part. These reflections allow the modified games to be more effective during French classes. Reflections also contain general didactic questions solved in the didactic of a foreign language.
33

Didaktické hry ve výuce geografie / Didactic games in geography teaching

Matoušková, Barbora January 2020 (has links)
This thesis deals with the use of didactic games in geography lessons in Czech schools. Its main goal is to use the questionnaire survey to find the so-called examples of good practice in schools. In the introduction there is a short literature search and definition of the term didactic game according to various authors. The main research method is an electronic questionnaire. A total of 72 faculty schools of the Faculty of Science of Charles University were addressed. Finally, 30 primary and secondary school teachers took part in the research.The questionnaire was divided into four parts. In the first part the general opinion of teachers on the concept of didactic game was investigated. The following section of questions was focused on teachers who use didactic games - the extent of games usage, in which topics of geography, as well as specific examples of games and their evaluation. The third section of the questions was intended for teachers who do not use games and found out the reasons that prevent them from using games. The last section of the questions deals with the sociodemographic characteristics of the research sample. The work contains analysis and interpretation of the questionnaire survey, including graphic outputs. The results were processed qualitatively and quantitatively...
34

Hra ve filosofické a didaktické reflexi a uplatnění simulačních her ve výuce společenských věd / The Game in the Filosofical and Pedagogical Reflection and Use of Simulation Games in Social Sciences Teaching

Němcová, Lenka January 2019 (has links)
This diploma thesis focuses on the issue of human game, from several points of view, namely philosophical, pedagogical and didactic. The work is structured into three parts. The theoretical part deals with the philosophical considerations concerning the game phenomenon, where the game is based mainly on the ontological principle and the game theory, which is analyzed by selected authors. The second part then deals with the game used in the pedagogical processes, or the game as a teaching method in the field of social science and its importance in teaching at primary and secondary schools. The practical part is focused on simulation games implementation within the social science - education.
35

Aktivizující metody ve vyučování hudební výchovy / Activating teaching methods in teaching process of music education

Nováková, Marie January 2020 (has links)
This diploma thesis deals with activating teaching methods and their application into a teaching process in music education. The theoretical part deals with specific methods; e.g. comics, pantomime, reflection, visualization of listening activities, live pictures, or didactic games. The choice of selected methods depends on the particular class sample in which the methods of music education were used. Besides that, it reflects the range of the thesis itself. The practical part focuses on the implementation of activating methods in the educational process. The research was realized at the first stage of elementary education, the classes and activating methods were chosen to cover all the grades. The age of middle childhood has typical features which are essential for the development of musical skill and abilities. The range of the first stage of elementary schools is beneficial for the full implementation of the methods into music lessons. The end of the thesis brings some examples of materials showing how to work with these methods in the music education process. The working sheets are meant for students of music education and other courses as a source of inspiration helping with cross-curricular cooperation.
36

Nákazy přenášené kapénkami: znalosti, postoje a chování žáků 2. stupně základní školy / Droplet-borne infections: knowledge, attitudes and behavior of pupils of the lower secondary school

Kašpárková, Kateřina January 2021 (has links)
The diploma thesis deals with droplet infections and finds out what knowledge, attitudes and behavior pupils of the lower secondary school have towards them. The theoretical part focuses on educational documents in the Czech Republic, including the occurrence of topics about droplet infections in RVP ZV, didactic game as a teaching method and a detail description of selected viral and bacterial droplet infections. In the practical part, the diploma thesis finds out what knowledge, attitudes and behavior students have about droplet infections. Subsequently, a didactic game is performed and the effectiveness of the didactic game is evaluated by comparing the pre-test and the post-test on the basis of changes in the knowledge, attitudes and declared behavior of the interviewed pupils. The results showed that due to the didactic game there was an improvement in the students knowledge and a desired change of attitudes. The declared behavior of students remained unchanged, as the entry level of students in this area was already at a high level.
37

La géométrie dynamique comme moyen de changement curriculaire / Dynamic geometry for implementing curriculum change

Athias, Francine 21 November 2014 (has links)
La géométrie à l'école primaire consiste en une familiarisation avec des formes géométriques et leurs propriétés, à travers l'utilisation d'instruments de géométrie. Les objets géométriques reposent sur les représentations graphiques, les relations géométriques sont souvent implicites. L'introduction d'un logiciel de géométrie dynamique (TracenPoche) est vu comme un moyen de les expliciter, conduisant ainsi à voir le dessin comme une figure. Nous avons proposé à des professeurs une série de cinq situations, que nous avons conçues à partir des modes d'intégration de Assude (2007). Nous en proposons une analyse a priori en trois temps (Assude et Mercier, 2007), une analyse a priori du point de vue des savoirs mathématiques, une analyse a priori ascendante du point de vue des actions des élèves modélisée en terme de praxéologie (Chevallard, 1998) et une analyse a priori du point de vue de l'enseignant. Les situations mises en oeuvre dans les classes sont décrites et analysées à l'aide d'éléments de la théorie de l'action conjointe en didactique (TACD, Sensevy, 2011). Nous décrivons l'action conjointe du professeur et des élèves comme un jeu du professeur sur l'élève, permettant ainsi de rendre compte de la dynamique du travail didactique et de l'évolution du « voir un dessin comme une figure ». Les résultats de la thèse, dans le cadre de cette ingénierie exploratoire (Perrin-Glorian, 2009), montrent comment les objets géométriques peuvent être travaillés conjointement dans l'environnement papier-crayon et dans l'environnement tracenpoche, mettant en évidence des caractéristiques de l'action conjointe du professeur et des élèves dans l'explicitation des relations géométriques. / Geometry in primary school is a familiarization with geometric shapes and their properties through the use of geometrical instruments. Geometric objects are based on diagrams and the geometric relationships are often implicit. The introduction of a dynamic geometry software (here TracenPoche) is thus a way to explain how to see « the diagram » as « a figure ». Five situations are given to three teachers. We have built them with « integration modes » from Assude (2007). We proposed an a priori analysis in three stages (Assude and Mercier, 2007), the first a priori analysis - the viewpoint of mathematical knowledge - , the second a priori analysis - students action modelized by the praxeology (Chevallard, 1998) - and the third a priori analysis - the teacher's point of view - . The Situations established in classrooms are described and analyzed using elements of the joint action theory (Sensevy, 2011). We describe the joint action of the teacher and students as a game of the teacher on the student, thereby enabling an analysis of the dynamic of the teaching work and of the evolution of the "seeing a diagram as a figure." The results of this thesis, as part of the exploratory engineering (Perrin-Glorian, 2009), show how geometrical objects can be worked jointly in a paper-and-pencil environment and in a Tracenpoche environment, highlighting the characteristics of the joint action of the teacher and students in the explanation of geometric relationships. The teachers demonstrate initiatives that prove particularly interesting with regard to mathematical issues, and which could be the basis for further research in cooperative engineering (Sensevy & al., 2013).
38

Využití her ve výuce německého jazyka se zaměřením na rozvoj psaní / Using games in teaching German with focus on development of writing skills

Albertová, Denisa January 2019 (has links)
The thesis deals with possible progress in writing in German of students at secondary schools by the use of didactic games. The theoretical part sets writing in context of language didactics and describes its significant aspects such as development, functions, and contribution to teaching a foreign language. It also focuses on conception of writing in the school educational plan of secondary school, at which the research was done. Then, it introduces games as a possible activating teaching method aimed at development of writing and describes their evaluation, roles of teacher, purpose, and classification. The practical part is devoted to the actual research. Firstly, it depicts writing games that are divided into three parts - preparing, building, and structuring, and designed to gradually develop writing of students. From these writing games, six were chosen to be practically verified at the secondary school. For this verification, two methods were selected, an experiment and a questionnaire. The aim of the thesis was to find out whether the selected writing games contributed to the development of writing of students at the secondary school. The results show clearly that the writing games contributed to the development of writing of the students at selected school. KEY WORDS German as second...
39

Rozvoj tvořivosti studentů gymnázia během letního tábora / The development of creativity of hig school students during a summer camp

ČEJKOVÁ, Iva January 2010 (has links)
This work is monitored from a professional point of view the area of creativity and its development on students during a summer camp. The theoretical part deals with the problems of creativity, its development and leisure activities. Research section includes a comprehensive weekly program that uses various methods to develop creativity, applied on the high school students during the summer camp activities. The aim of this study was to compare the methods used in terms of their impact on human development, teamwork, communication, creativity and degree of its development. This research showed, that the development of creativity in the teamwork brings a lot of advantages. Especially the level of cooperation, inspiration and humour, that is lived in the group together. In this research is showed that different methods for the development of creativity are developing the components of creativity in different degrees.
40

Игровые технологии как средство повышения мотивации студентов к изучению русского языка : магистерская диссертация / Game technologies as a means of increasing students' motivation to learn the Russian language

Сербина, А. Б., Serbina, A. B. January 2020 (has links)
This master's thesis presents experimental work on the introduction of gaming technologies in the secondary vocational education system to increase the cognitive motivation of students to learn the Russian language and the formation of general and professional competencies in the framework of the standards of the Federal State Educational Standard of Higher Professional Education. The paper reveals the possibilities of using gaming technologies and presents examples of pedagogical games in Russian language lessons. The experience of the application of gaming technologies in the Russian language classes at GAPOU SO "Ural Railway College" is presented. / В данной магистерской диссертации представлена экспериментальная работа по внедрению игровых технологий в систему среднего профессионального образования для повышения познавательной мотивации студентов к изучению русского языка и формирования общих и профессиональных компетенций в рамках стандартов ФГОС СПО. В работе выявлены возможности использования игровых технологий и представлены примеры педагогических игр на уроках русского языка. Представлен опыт применения игровых технологий на занятиях по русскому языку в ГАПОУ СО «Уральский железнодорожный техникум».

Page generated in 0.0549 seconds