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THE COMPUTER SIMULATION OF A SERIOUS GAME AS AN EFFICACIOUS STRATEGY IN GAMIFICATION OF EDUCATIONAL PROCESS - CASE STUDY

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F62690094%3A18470%2F16%3A50005322" target="_blank" >RIV/62690094:18470/16:50005322 - isvavai.cz</a>

  • Výsledek na webu

  • DOI - Digital Object Identifier

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    THE COMPUTER SIMULATION OF A SERIOUS GAME AS AN EFFICACIOUS STRATEGY IN GAMIFICATION OF EDUCATIONAL PROCESS - CASE STUDY

  • Popis výsledku v původním jazyce

    The pupils and students are digital natives nowadays. The teachers have to reflect this fact and they have to be able to implement digital technologies into learning process. The gamification is one of the approaches of implementation digital technologies into learning. The computer simulations can be understand as serious games of the real world and can be used as tools for implementation gamification into educational process. The principles of gamification and computer simulation as educational methods should be implemented to training of prospective teachers at universities. Every prospective teacher of informatics should be able not only apply serious games into teaching but also design and create simple serious games. The paper describes both the principles of implementation gamification and computer simulation to teaching of informatics as well as the case study of student's final project - design and programming of serious game in form of computer simulation of a simple permutation brainteaser in programming language SCRATCH. The case study represents an example of computer simulation game that was designed and created by prospective teacher of informatics within their final project. The game has complied with the principles of implementation serious games to teaching at primary and secondary schools and strengthens computational and interdisciplinary learning in primary education, develops pupil's algorithmic thinking and motivates pupils to discover the methods of solution of permutation brainteaser. The paper presents the criteria for evaluation of student's final projects as well. The results of pilot research by observation of efficiency of implementation given games into learning of mathematics at primary school and lower secondary school in Hradec Kralove in May 2016 are also presented in the paper.

  • Název v anglickém jazyce

    THE COMPUTER SIMULATION OF A SERIOUS GAME AS AN EFFICACIOUS STRATEGY IN GAMIFICATION OF EDUCATIONAL PROCESS - CASE STUDY

  • Popis výsledku anglicky

    The pupils and students are digital natives nowadays. The teachers have to reflect this fact and they have to be able to implement digital technologies into learning process. The gamification is one of the approaches of implementation digital technologies into learning. The computer simulations can be understand as serious games of the real world and can be used as tools for implementation gamification into educational process. The principles of gamification and computer simulation as educational methods should be implemented to training of prospective teachers at universities. Every prospective teacher of informatics should be able not only apply serious games into teaching but also design and create simple serious games. The paper describes both the principles of implementation gamification and computer simulation to teaching of informatics as well as the case study of student's final project - design and programming of serious game in form of computer simulation of a simple permutation brainteaser in programming language SCRATCH. The case study represents an example of computer simulation game that was designed and created by prospective teacher of informatics within their final project. The game has complied with the principles of implementation serious games to teaching at primary and secondary schools and strengthens computational and interdisciplinary learning in primary education, develops pupil's algorithmic thinking and motivates pupils to discover the methods of solution of permutation brainteaser. The paper presents the criteria for evaluation of student's final projects as well. The results of pilot research by observation of efficiency of implementation given games into learning of mathematics at primary school and lower secondary school in Hradec Kralove in May 2016 are also presented in the paper.

Klasifikace

  • Druh

    D - Stať ve sborníku

  • CEP obor

    AM - Pedagogika a školství

  • OECD FORD obor

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2016

  • 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

    International conference of education, research and innovation (ICERI 2016)

  • ISBN

    978-84-617-5895-1

  • ISSN

    2340-1095

  • e-ISSN

  • Počet stran výsledku

    6

  • Strana od-do

    2845-2850

  • Název nakladatele

    IATED

  • Místo vydání

    Valencia

  • Místo konání akce

    Sevilla

  • Datum konání akce

    14. 11. 2016

  • Typ akce podle státní příslušnosti

    WRD - Celosvětová akce

  • Kód UT WoS článku