Naslov (srp)

Implementacija digitalnih igara u nastavni proces

Naslov (eng)

Implementation of digital games in the teaching process

Autor

Прушевић Садовић, Филдуза

Publisher

Filozofski fakultet u Tuzli

Opis (srp)

Sažetak: Živimo u vreme intenzivnih društvenih načinima. Tehnologija svakodnevno napreduje i vodi ka novim načinima rešavanja problema, načina rada, kao i načinima dolaženja do znanja. Digitalne igre kao deo savremene tehnologije, pored toga što su zabavne, nude mogućnost drugačijeg koncepta učenja. Igranje digitalnih igara, ako se pravilno implementiraju u nastavni proces, može imati višestruke pozitivne efekte. Ako želimo da sagledamo nastavu budućnosti ne možemo to učiniti gledajući nastavu kakva je sada. Moramo posmatrati decu dok igraju video igre. Videćemo da su angažovani, uzbuđeni, aktivni dok uče prelazeći jedan nivo igre za drugim. Digitalno okruženje je dovelo do pojave da današnja deca usvajaju informacije na drugačiji način nego što su to činili njihovi roditelji. Umesto da informacije primaju pasivno od početka do kraja, što su omogućavale prethodne tehnologije učenja kao što su knjige, štampani materijali, televizijske emisije, današnja deca su u interaktivnom odnosu sa tehnologijama učenja. Primena digitalnih igara u nastavi omogućava podsticanje kreativnosti kod dece, što je u suprotnosti sa aktuelnim načinom rada u školama u kojima se učenicima uglavnom nude gotova rešenja. Učenje kroz igru predstavlja kontrolisan proces lične aktivnosti učenika kroz koju se pronalaze rešenja i odgovori na određena pitanja. Cilj ovog rada jeste da ukaže na uticaj digitalnih igara na efekte učenja, na motivaciju učenika, kao i načine njihove implementacije u nastavni proces. Želimo da ukažemo na činjenicu da se svakodnevno iskustvo učenika u igranju digitalnih igara, stečeno van školskih ustanova, može iskoristiti u svrhu prenošenja i usvajanja novih znanja.

Opis (eng)

Summary: We live in a time of intense social change. Technology is advancing every day and is leading to new ways of solving problems, ways of working, as well as the way of coming to knowledge. Digital games as part of modern technology, in addition to being fun, offer the possibility of a different learning concept. Playing digital games, if properly implemented in the teaching process, can have multiple positive effects. If we want to see the teaching of the future, we cannot do that by looking at the teaching of what it is now. We have to watch the children during they play video games. We will see that they are engaged, excited, active as they learn by crossing one level of the game after another. The digital environment has led to the phenomenon that today's children adopt information in a different way than their parents did. Instead of receiving information passively from beginning to end, which was made possible by previous learning technologies such as books, printed materials, television shows, today's children are in an interactive relationship with learning technologies. The application of digital games in teaching enables the encouragement of creativity in children, which is in contrast to the current way of working in schools in which students are mostly offered ready-made solutions. Learning through play is a controlled process of the personal activity of students through which solutions are found and answers to certain questions. The aim of this paper is to point out the influence of digital games on the effects of learning, on the motivation of students, as well as the ways in which they can be implemented in the teaching process. In this way, students' everyday experience in playing digital games, acquired outside of school, could be used for the purpose of transferring and acquiring new knowledge.

Jezik

srpski

Datum

2021

Licenca

Creative Commons licenca
Ovo delo je licencirano pod uslovima licence
Creative Commons CC BY-NC-ND 4.0 - Creative Commons Autorstvo - Nekomercijalno - Bez prerada 4.0 International License.

http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode

Predmet

Ključne reči: aktivnost; digitalne igre; interaktivna nastava; učenje

Keywords: activity; digital games; interactive teaching; learning

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