Existing apps for learning biodiversity at schools
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F49777513%3A23420%2F17%3A43932608" target="_blank" >RIV/49777513:23420/17:43932608 - isvavai.cz</a>
Výsledek na webu
<a href="https://sites.google.com/a/tealeaf-project.eu/tealeaf-project/academic-boook" target="_blank" >https://sites.google.com/a/tealeaf-project.eu/tealeaf-project/academic-boook</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Existing apps for learning biodiversity at schools
Popis výsledku v původním jazyce
Using games in a learning environment can support 21st Century skill development and sup-port formal education in schools. In this paper, we present the identification and evaluation of existing apps and serious games which could be used to teach biodiversity and conservation as identified by teachers in five European countries. Teachers were asked to select free-sourced, computer apps from the internet and determine their efficacy in meeting learning objectives. A total of 86 different apps were selected and were placed within three major groups: static digital resources (such as electronic atlases, bird sounds, etc.), in- teractive digital resources (simulation or quizzes), and serious games. Most apps (43%) were iden- tified as providing pupils with the opportunity to acquire conceptual knowledge (mostly serious games), while 37% of apps had a declarative knowledge compo-nent (these were primarily static and interactive digital resources). 44% of apps identified were strategy-type and 28% were simula- tion. Most (41%) of the existing apps were identified as suitable from 9 to 11 years old children or 15-18 yr. olds (20.5%). Overall, there are a wide range of free and available apps which could be used in a variety of ways to teach key learning objectives from within the scope of biology and ecology. Surpris-ingly, 57 % of the apps identified were only supported by Windows hardware. This may limit opportunities if schools focus on the purchase of tablets rather the purchase or maintenance computer hardware. Teachers need to assess the apps for themselves and determine if the app can be supported and if it is appropriate for their particular class.
Název v anglickém jazyce
Existing apps for learning biodiversity at schools
Popis výsledku anglicky
Using games in a learning environment can support 21st Century skill development and sup-port formal education in schools. In this paper, we present the identification and evaluation of existing apps and serious games which could be used to teach biodiversity and conservation as identified by teachers in five European countries. Teachers were asked to select free-sourced, computer apps from the internet and determine their efficacy in meeting learning objectives. A total of 86 different apps were selected and were placed within three major groups: static digital resources (such as electronic atlases, bird sounds, etc.), in- teractive digital resources (simulation or quizzes), and serious games. Most apps (43%) were iden- tified as providing pupils with the opportunity to acquire conceptual knowledge (mostly serious games), while 37% of apps had a declarative knowledge compo-nent (these were primarily static and interactive digital resources). 44% of apps identified were strategy-type and 28% were simula- tion. Most (41%) of the existing apps were identified as suitable from 9 to 11 years old children or 15-18 yr. olds (20.5%). Overall, there are a wide range of free and available apps which could be used in a variety of ways to teach key learning objectives from within the scope of biology and ecology. Surpris-ingly, 57 % of the apps identified were only supported by Windows hardware. This may limit opportunities if schools focus on the purchase of tablets rather the purchase or maintenance computer hardware. Teachers need to assess the apps for themselves and determine if the app can be supported and if it is appropriate for their particular class.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
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OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
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Návaznosti
V - Vyzkumna aktivita podporovana z jinych verejnych zdroju
Ostatní
Rok uplatnění
2017
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
TEALEAF - Academic book : (Erasmus + Project 2014-FR01-KA201-008559)
ISBN
978-961-253-213-0
Počet stran výsledku
13
Strana od-do
35-47
Počet stran knihy
93
Název nakladatele
University of Ljubljana, Faculty of Education
Místo vydání
Ljubljana
Kód UT WoS kapitoly
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