Didactic computer games - a playful form of teaching and learning
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15410%2F18%3A73593268" target="_blank" >RIV/61989592:15410/18:73593268 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.5593/sgemsocial2018/3.5/S13.026" target="_blank" >http://dx.doi.org/10.5593/sgemsocial2018/3.5/S13.026</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.5593/sgemsocial2018/3.5/S13.026" target="_blank" >10.5593/sgemsocial2018/3.5/S13.026</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Didactic computer games - a playful form of teaching and learning
Popis výsledku v původním jazyce
Computer games have become a part of everyday life of young people. They play not only on play station,stationary and mobile computers (as laptops and notebooks), but also on tablets, i-phones, cell phones and other mobile digital devices. They play not only in their free time, but also during their journey in bus or train, while waiting for the public transport or waiting for service in bank, or when they are in a row, waiting for tickets for a concert, theater or cinema.Computer games are popular not only for children but also for pupils, students and adults as well. Educational computer games offer not only fun, relax and a good feeling of win but also a possibility of acquisition of new knowledge and computer skills. They contribute to the development of user’s algorithmic, logical, combinational and prognostic thinking to drive the development of their own winning strategy which is often the same as the optimal algorithm of solving the problem. This paper is dedicated to computer games and process of their creation. In this paper the terms like game, computer game, didactic computer game, educational game and educational computer game are further explained. The goal is to present a few of the created didactic games, which can not only enrich the educational process, contribute to development of logical, combinatorics and algorithmic thinking, but also provide enough entertainment and distraction. In the paper, we are also describing the utilization of these games in educational practice in order to gamify the teaching and learning process.
Název v anglickém jazyce
Didactic computer games - a playful form of teaching and learning
Popis výsledku anglicky
Computer games have become a part of everyday life of young people. They play not only on play station,stationary and mobile computers (as laptops and notebooks), but also on tablets, i-phones, cell phones and other mobile digital devices. They play not only in their free time, but also during their journey in bus or train, while waiting for the public transport or waiting for service in bank, or when they are in a row, waiting for tickets for a concert, theater or cinema.Computer games are popular not only for children but also for pupils, students and adults as well. Educational computer games offer not only fun, relax and a good feeling of win but also a possibility of acquisition of new knowledge and computer skills. They contribute to the development of user’s algorithmic, logical, combinational and prognostic thinking to drive the development of their own winning strategy which is often the same as the optimal algorithm of solving the problem. This paper is dedicated to computer games and process of their creation. In this paper the terms like game, computer game, didactic computer game, educational game and educational computer game are further explained. The goal is to present a few of the created didactic games, which can not only enrich the educational process, contribute to development of logical, combinatorics and algorithmic thinking, but also provide enough entertainment and distraction. In the paper, we are also describing the utilization of these games in educational practice in order to gamify the teaching and learning process.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2018
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
5th International Multidisciplinary Scientific Conference on Social Sciences and Arts SGEM 2018
ISBN
978-619-7408-57-7
ISSN
2367-5659
e-ISSN
neuvedeno
Počet stran výsledku
8
Strana od-do
205-212
Název nakladatele
STEF92 Technology Ltd.
Místo vydání
Sofia
Místo konání akce
Albena
Datum konání akce
26. 8. 2018
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—