Abstract | Elektronička računala u nastavi javljaju se 1958. godine. Intenzivno korištenje računala u svakodnevnom životu i u školama počinje od 1990. godine što dovodi izumitelje do nove razine programiranja, programiranja edukativnih softvera i edukativnih igara za školu (učitelje i učenike) te za domove ( roditelje i djecu) i sve to u svrhu obrazovanja kroz igru.
Od najranije dobi djeca uče kroz igru. Igre su zabavne, motivirajuće i okupiraju pažnju u potpunosti. Djeca provode sate igrajući igru dok se ona se savlada u potpunosti. Bez obzira je li u pitanju igra u prirodi, društvena igra ili igra na računalu, te bez obzira što većina igara nije obrazovnog karaktera, igranjem se uvijek uči: saznaju se novi podaci, usvajaju nove vještine, razvija se društvenost i način mišljenja. Kroz igru djeca otkrivaju svoje mogućnosti, razvijaju sposobnosti i vještine, stječu iskustva, uče i stvaraju. Igra potiče maštu i kreativnost. Za današnje generacije učenika računalne igre prirodno su okruženje koje ih svojom dinamičnošću i aktivnošću uvlači u virtualni svijet. Slijedi li se staro pravilo poučavanja „Reci mi i zaboravit ću. Pokaži mi i možda ću zapamtiti. Uključi me i razumjet ću.“ igre su izvrsno okruženje u kojem će učenici biti aktivni i uključeni te pritom učiti obrazovne sadržaje. Edukativne igre namijenjene su prvenstveno učenju. Njihova je svrha naučiti korisnika kako upotrebljavati alate za učenje. Odgojno–obrazovnog su karaktera, omiljene u predškolskoj i školskoj dobi. Edukativne igre moguće je podijeliti prema predmetima, primjerice matematičke igre, učenje jezika, igre čitanja, igre o okolini i dr. Najpoznatije edukativni softveri su : Učilica, Sunčica, Reader Rabbit, Tell Me More i dr. U ovom diplomskom radu prikazuju se novi pristupi učenju i poučavanju kroz edukativne softvere i edukativne igre. Kako odabrati odgovarajuće edukativne softvere i edukativne igre i implementirati ih u odgojno- obrazovni proces. Također se prikazuju rezultati istraživanja provedenog u osnovnim školama u Poreču, u Taru, u Kašteliru i u Umagu, čija je svrha bila ispitati učitelje predmetne nastave od 5.do 8.razreda, te provjeriti, koriste li i koliko često edukativne softvere i edukativne igre za učenje i poučavanje. |
Abstract (english) | Electronics computers appeared in the classroom 1958. Intesively using computers in everyday lives and schools has started since 1990; which has brought the inventors up to a new level of programming , programming of educational softvers and educational games for schools ( teachers and pupils ) and for homes ( parents and children); all that for a purpose of education through playing games. Since the earliest years, children have been learning through playing games. Games are fun,motivational and they occupy full attention. Children are spending hours playing games until they overcome them completely. No matter if it´s the game in the nature, social game or computer game, and no matter that most games don´t have educational character; through playing you are always learning. You find out some new informations, you learn new skills, you develop sociabillity and the new ways of thinking and creating new opinions. Children discover their possibilities through playing, develop abilities and skills, acquire experiences and they learn and create. Games are stimulating imagination and creativity. For generations of pupils nowadays, computer games are natural environment which absorb them into virtual world with their dynamics and activity. If we follow the old rule od teaching : “ Tell me and I ´ll forget. Show me and maybe I´ll remember. Include me and I´ll understand. „ ; games are excellent environment in which pupils will be active and involved in learning educational contents. Educational games are intended for learning. Their purpose is to learn users how to use tools for learning. Their character is educational. They are favourite in preschool and school ages. You can divide educational games according to different subjects, for example: maths games, language learning games, reading games , games about the environment and others. The most known educational softwares are : Učilica, Sunčica, Reader Rabbit, Tell me more and others. In this thesis are performed the new learning approaches about learning and teaching through educational softwares and educational games, how to select adequate educational softwares and educational games and to implement the same ones in educational process in schools. As well are represented the results od studies conducted in primary schools in Poreč,Tar,Kaštelir and Umag; which purpose was to examine the teachers in different subjects from 5th to 8th grades and to check if they use or not and how often educational sofwares and educational games for learning and teaching. |