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Do statistične pismenosti skozi igro: primer razvoja večigralske izobraževalne mobilne igre "Junaki Slovenije"
ID Bašelj, Dominik (Author), ID Petrovčič, Andraž (Mentor) More about this mentor... This link opens in a new window

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Abstract
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)".

Language:Slovenian
Keywords:igralne mehanike, igrifikacija, izobraževalne igre, mobilne aplikacije, načrtovanje in dizajn, resne igre, statistična pismenost, uporabniška izkušnja
Work type:Master's thesis/paper
Organization:FDV - Faculty of Social Sciences
Year:2018
PID:20.500.12556/RUL-102649 This link opens in a new window
COBISS.SI-ID:35786077 This link opens in a new window
Publication date in RUL:06.09.2018
Views:2345
Downloads:489
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Secondary language

Language:English
Title:Statistical Literacy Through Gaming: The Development of a Multiplayer Educational Mobile Game "Heroes of Slovenia"
Abstract:
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)".

Keywords:gaming mechanics, gamification, educational games, mobile applications, planning and design, serious games, statistical literacy, user experience

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