20.500.12556/RUL-102649
Do statistične pismenosti skozi igro: primer razvoja večigralske izobraževalne mobilne igre "Junaki Slovenije"
Statistical Literacy Through Gaming: The Development of a Multiplayer Educational Mobile Game "Heroes of Slovenia"
Statistična pismenost velja v današnjem svetu za zelo koristno veščino, ki zadnja leta prejema vedno več pozornosti. Pomaga nam kritično ovrednotiti podatke in informacije okoli nas, ki so pogosto namerno ali nenamerno zavajajoči. Zato je pomembno, da državljane statistično izobražujemo in opismenjujemo že v času šolanja. V sklopu magistrskega dela smo na podlagi pregleda strokovne in znanstvene literature zaključili, da imajo pomembno vlogo pri statističnem opismenjevanju tudi informacijske in komunikacijske tehnologije, ki omogočajo izobraževanje o statistiki na različne načine – od aplikacij za statistične analize in vizualizacijo podatkov do spletnih učnih vsebin, izobraževalnih iger in igrifikacije izobraževanja. V nadaljevanju smo skušali identificirati ključne razlike in podobnosti med izobraževalnimi igrami in igrifikacijo izobraževanja. Ugotovili smo, da izobraževalne resne igre niso primarno namenjene zabavi, medtem ko gre pri igrifikaciji za uporabo igralnih elementov, kot so točke, lestvice, izzivi ipd., v neigralnih kontekstih (npr. pri izpolnjevanju obrazcev). Analizirali smo tudi elemente iger in različne pristope k razvoju (mobilnih) izobraževalnih resnih iger. V empiričnem delu smo nato predstavili razvojni proces večigralske izobraževalne mobilne igre "Junaki Slovenije", ki je bila zasnovana za potrebe Statističnega urada Republike Slovenije, v sklopu Eurostatovega projekta "Data collection for sub-national statistics (mainly cities)".
In today's world, statistical literacy applies to a very useful skill that has been receiving increasingly more attention in recent years. It helps us critically evaluate data and information around us, which are often deliberately or unintentionally misleading. It is therefore important that we educate citizens and help them attain statistical literacy already during their schooling. As part of the master's thesis, we have concluded that, based on a review of professional and scientific literature, one of the factors in attaining statistical literacy is also the information and communication technologies that provide education on statistics in various ways. Such educational tools include applications of statistical analysis and visualization of data, online learning content, educational games, and gamification of education. Hereinafter, we tried to identify the key differences and similarities between serious educational games and the gamification of education. In doing so, we found that serious educational games are not primarily intended for entertainment, whereas gamification gaming elements, such as points, leaderboards, challenges, etc. are used in non-gaming contexts, for example filling out forms. We have also analyzed the elements of games and various approaches to the development of (mobile) serious educational games. In the empirical part, we then demonstrated the development process of the multiplayer educational mobile game "Heroes of Slovenia", which was designed for the needs of the Statistical Office of the Republic of Slovenia as part of the Eurostat project "Data collection for sub-national statistics (mainly cities)".
igralne mehanike
igrifikacija
izobraževalne igre
mobilne aplikacije
načrtovanje in dizajn
resne igre
statistična pismenost
uporabniška izkušnja
gaming mechanics
gamification
educational games
mobile applications
planning and design
serious games
statistical literacy
user experience
true
false
false
Slovenski jezik
Angleški jezik
Magistrsko delo/naloga
2018-09-06 07:45:50
2018-09-06 07:45:53
2022-08-15 03:43:06
0000-00-00 00:00:00
2018
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0
0000-00-00
NiDoloceno
NiDoloceno
NiDoloceno
0000-00-00
0000-00-00
0000-00-00
1970-01-01
98421
35786077
442.pdf
442.pdf
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https://repozitorij.uni-lj.si/Dokument.php?lang=slv&id=113005
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