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Pexeso - hra jako didaktická pomůcka pro výtvarnou výchovu na ZŠ a ZUŠ / Memory game - the game like didactic tool in the process of education of visual art on the level of the primary schools and the primary art schoolsBLÁHOVÁ, Lenka January 2015 (has links)
This master thesis consists of two basic parts. The theoretical part which focuses on the definition and historical evolution of games from the point of view of their function in the process of pedagogy, and the practical part which is Memory game, created by the author. Games as a phenomenon, and their functions and importance within the context of the educational process at the level of elementary education, with a particular focus on art education are analysed in this master thesis. The developed Memory game by the author has a strong didactic accent, the goal of which is to mediate the area of visual art to students. The last part of this master thesis is a detailed description of the process of using the developed didactic tool during teaching and its graphical documentation.
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The feasibility of computer games in learning theory based subjectsDiao, Zhuo, Gao, Yuan January 2014 (has links)
In the era of rapid development of science and technology wherethere has been an extensive development of computer games,The scope of this thesis is discussing the research on a computergame called “Treasure Hunt“, and it will establish whether acomputer game is helpful and has any advantage in learning asopposed to other traditional teaching methods. The aim of thisdocument is to let players interested in the history of Chinesecurrency learn more about it, and also to check the memory ofthe players through the real results of the survey we haveconducted. The thesis is also describing how to analyze andevaluate the result by the game and surveys to see if computergames can be considered as a helpful teaching aid. The game is a3D single player game. The main platform of game is creating inUnity3D .According to the survey results, the entertaining andteaching effectiveness of the game education is working verywell. Thus the author can conclude: computer games can bereally helpful in education.
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Ur kaos föds spelifiering : En autoetnografiskt studie över spelifieringens potentialer för bildundervisning på högstadiet. / Out of chaos gamification is born : An autoethnographic study of the potentials of gamification for art teaching in high school.Ekelund, Agnes January 2020 (has links)
Denna uppsats behandlar en studie om spelifieringens potentialer för bildundervisningen på högstadiet genom en autoentnografisk metod. Spelifiering, även känt som engelskans gamification är egentligen ett paraplybegrepp för olika typer av verktyg och metoder där man använder sig av “spelelement i icke-ordinära spelsammanhang.” Kärnan i spelifiering är att lyfta ut beståndsdelar från spel och implementera dem på andra verksamheter. I studien undersöks hur ett undervisningsinnehåll fungerar som bygger på spelifieringens grundidéer. Detta relateras till vilka didaktiska potentialer en sådan iscensatt bildundervisning har och vilka områden ur det centrala innehållet i bild som kan aktualiseras i ett sådant projekt. Tidigare forskning samt studiens bakgrund och dess centrala begrepp behandlar spelifiering, education game, motivation och flow, samt bildämnets meningsskapande. Studien utgår från sociokulturell teoribildning vilket innebär ett vetenskapligt perspektiv som studerar skillnader och likheter mellan verktygens/redskapens och tecknens användning i samhället. En företrädare för ett sådant perspektiv är bland andra Lev S. Vygotskij och innefattar begrepp som appropriering, mediering samt scaffolding. Resultatet visar att när elever arbetar med spelifiering ökar deras motivation och elever kan stöttas till att uppnå flow i bildskapandet.
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Výuková počítačová hra, její tvorba a využití při opakování chemie kovů / Educational computer game, its creation and use for practise of chemistry of metal schoolworkČISLAKOVÁ, Patricie January 2019 (has links)
The diploma thesis is focused on the creation and use of chemical computer game (adventure) in chemistry teaching, specifically in practice of metals. The aim of this game is to motivate, activate and develop crosscurricular relationships among students of the second grade of elementary schools and lower grades of multi-year grammar school. Adventure brings players to the city of Jihlava, where they learn about the history and monuments of this city.
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Výuková počítačová hra, její tvorba a využití při opakováni chemie nekovů / Educational computer game, its creation and use for practise of chemistry of nonmetal schoolworkKŘÍŽOVÁ, Šárka January 2018 (has links)
This diploma thesis is concerned on the creation and use of computer game (adventure). It´s purpose is usability in repeating the teaching of nonmetal chemistry. The game is designed especially for pupils of elementary schools. The adventure takes place in Prachatice. Pupils learn history of the renaissance town during the playing of didactic game. The game contributes to the activation of teaching and the development of interdisciplinary relations.
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Výuka francouzštiny jako cizího jazyka bez učebnice. Role fenoménu hry ve výuce FLE / Teaching French without schoolbook. The role of the game phenomena in French education.Coufalová, Petra January 2011 (has links)
The aim of the thesis is to present the phenomena of game that is an inspiration for many methods of teaching French, as well as to point out the idea of all the other options how to teach children independently of a schoolbook. The objective is not to downgrade the schoolbook, which definitely belongs to the traditional teaching, but to emphasise the role of the game that is not less important. The work defines the areas (drama, music and diverse types of games) which are closely related to the game. Furthermore, in teaching French it focuses on dramatic education being postulated as an ideal mean to the whole child's personality activation, and on the development of the ability to react autonomously in a foreign language. The work covers the analysis of two schoolbooks and deals with the question whether game activities or dramatic education elements are included. In conclusion there is a description of the project realised in school year 2010-2011 which is aimed to teaching without schoolbook.
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Výuková počítačová hra, její tvorba a využití při opakování názvosloví organické chemie / Educational computer game, its creation and use for practice of nomenclature of organic compoundsENGLICKÝ, Tomáš January 2017 (has links)
This diploma thesis is concerned on the creation of computer game (adventure). This game may be used as means of motivation in chemistry lessons at primary school. The student is tested on the relevant topics of organic chemistry during the game. The tests are mainly directed on the organic chemistry nomenclature. The adventure takes place in the castle Jindřichův Hradec. The student also learns the basic facts and history of this compound. In this way they acquire inter-subject links.
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Významné osobnosti současné české pedagogiky zážitku / Significant personalities of Czech experiential education in the presentŠULCOVÁ, Martina January 2012 (has links)
The work deals with personalities that are among the more significant in this field in our country. The aim of the research is to discover and to describe these individuals. Then to show, where and in which organization and association they work, from which position they are known, what have achieved education, what they propagate or hold. Will be presented their published posts and will be summarized their overall work.
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Filozofování s dětmi jako způsob výchovy zážitkem ve volném čase / Doing Philosophy with Children as a Way of Experience-Based Leisure EducationMACKŮ, Richard January 2008 (has links)
The thesis presents possibilities and hazards resulting from the combination of experience-based education methods and those of doing philosophy with children. Having defined the terms used, it introduces the aims, key features and basic methods of leisure education; furthermore, experience-based education is described in more detail together with its fundamental elements: dramaturgy, adventure, reflection and games. The latter two elements are understood to be the links between experience-based education and Philosophy for children program. Then, the follow-up reflection on the interface between Philosophy with children and experiential activities is the substantial part of the thesis. Besides other topics, the philosophical aspects of games and reflection (review) as possible ways of experience-based philosophical inquiry are dealt with. Thus, in the closing part of the thesis, the potential for connecting philosophical inquiry and the experience itself is outlined.
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HRA VE WALDORFSKÉ MATEŘSKÉ ŠKOLE,NERUDOVA 53, ČESKÉ BUDĚJOVICE / GAME IN THE WALDORF KINDERGARTEN, NERUDOVA 53, ČESKÉ BUDĚJOVICEPRAJKOVÁ, Michaela January 2012 (has links)
The thesis is focused on the game in the Waldorf kindergarten, Nerudova 53, České Budějovice. In the theoretical part I deal with the characteristics of Waldorf early childhood education by Rudolf Steiner, I am engaged in the general educational program, in key competencies and in to the game and its definition and characteristics. The practical part is composed of a collection of the games and analysis of their key competencies from the point of view of developing child skills.
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