Vše

Co hledáte?

Vše
Projekty
Výsledky výzkumu
Subjekty

Rychlé hledání

  • Projekty podpořené TA ČR
  • Významné projekty
  • Projekty s nejvyšší státní podporou
  • Aktuálně běžící projekty

Chytré vyhledávání

  • Takto najdu konkrétní +slovo
  • Takto z výsledků -slovo zcela vynechám
  • “Takto můžu najít celou frázi”

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

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

  • OECD FORD obor

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Návaznosti výsledku

  • Projekt

  • 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