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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