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Igrifikacija v poučevanju likovne umetnosti s pomočjo umetniške video igre : magistrsko delo
ID Sikošek, Eva (Author), ID Selan, Jurij (Mentor) More about this mentor... This link opens in a new window, ID Žerovnik, Alenka (Comentor)

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Abstract
V magistrskem delu nas zanima uporaba igrifikacije z ustvarjanjem in vključevanjem videoigre D’ARTTALES v proces poučevanja likovne umetnosti na gimnazijah in srednjih šolah. Namen magistrskega dela je raziskati smiselnost implementacije videoigre v proces poučevanja z vidika doseganja učnih ciljev likovnega načrta, stimulacije situacijskega in osebnega interesa dijakov, personalizacije pouka na posameznega učenca (v okviru netradicionalnih metod poučevanja) ter povezovanja digitalnih tehnologij z likovno umetnostjo. V teoretičnem delu smo raziskali različne načine poučevanja likovne umetnosti, pojma igrifikacija ter videoigre in njihovo kategorizacijo. Osredotočili smo se na umetniške in pedagoške videoigre. Raziskovali smo odnos med videoigrami in mladostniki in njihovo uporabo v prostoru poučevanja. Raziskovali smo dobre prakse vključevanja igrifikacije z videoigrami in ugotavljali povezavo z učnimi cilji pri pouku likovne umetnosti. Izpostavili smo Bloomovi taksonomiji kognitivne in afektivne domene ter ugotovili povezavo med situacijskim in osebnim interesom učencev. V empiričnem delu smo zasnovali umetniško videoigro s pedagoško vsebino D'ARTTALES. V raziskavi je bila uporabljena kombinacija deskriptivne in kvantitativne metode. Podatki so bili zbrani z vprašalnikom vdelanim v videoigro, in analizo likovnih izdelkov, ki so jih dijaki ustvarili med igranjem. Raziskava je zajemala 34 dijakov drugega letnika mednarodnega programa gimnazije v Ljubljani. Podatki so bili zbrani z orodjem Google Firebase. Rezultati so pokazali uspešno vključevanje igrifikacije z videoigro v poučevanje likovne umetnosti. Dijaki so sprva pokazali radovednost in nato povečano zanimanje za konceptualno umetnost. Novo snov so povezali z lastnimi izkušnjami, kar kaže na visoko stopnjo situacijskega in osebnega interesa. 93,9 % dijakov je pozitivno ocenilo izkušnjo. To je prispevalo k uspešni predelavi in usvajanju učne snovi ter ustvarjanju likovnih del. Personalizirana izkušnja je izboljšala povezavo dijakov s snovjo in doseganje učnih ciljev brez dodatne obremenitve učiteljev. Digitalna igrifikacija z videoigro D’ARTTALES ima velik potencial kot inovativno učno orodje v likovni umetnosti.

Language:Slovenian
Keywords:likovna umetnost, likovna pedagogika, IKT, igrifikacija, digitalizacija, videoigra, grafično oblikovanje, oblikovanje videoigre, netradicionalne učne metode, učenje in poučevanje
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Ljubljana
Publisher:E. Sikošek
Year:2024
Number of pages:152 str.
PID:20.500.12556/RUL-159648 This link opens in a new window
UDC:73(043.2)
COBISS.SI-ID:202260483 This link opens in a new window
Publication date in RUL:17.07.2024
Views:243
Downloads:23
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Secondary language

Language:English
Title:Gamification in Visual Arts Teaching through an Art Video Game
Abstract:
In this master's thesis, we explore gamification by creating and integrating the video game D’ARTTALES into teaching visual arts in a high school. The thesis aims to investigate the feasibility of implementing a video game in the teaching process in terms of achieving the learning objectives of the art curriculum, stimulating students' situational and personal interest, providing instruction for individual students (within non-traditional teaching methods), and connecting digital technologies with visual arts. In the theoretical part, we examined different methods of teaching visual arts, the concepts of gamification and video games, and their classification. We focused on artistic and educational video games. We explored the relationship between video games and adolescents and their use in education. We investigated best practices for integrating gamification with video games and assessed their connection to learning objectives in visual arts classes. We highlighted Bloom's taxonomy of cognitive and affective domains and identified the link between students' situational and personal interests. In the empirical part, we designed the artistic–educational video game D'ARTTALES. The research used a combination of descriptive and quantitative methods. Data were collected through a questionnaire embedded in the video game and by analyzing the artworks created by students during gameplay. The study involved 34 second-year students from Ljubljana's international high school program. Data was collected using Google Firebase. The results demonstrated the successful integration of gamification with the videogame into visual arts teaching. Students initially showed curiosity, then an increased interest in conceptual art. They connected the new learning material with their experiences, indicating high situational and personal interest. 93.9% of students rated the experience positively. This contributed to the successful processing and acquisition of the learning material and the creation of artworks. The tailored experience improved students' connection with the learning material. Digital gamification with the D’ARTTALES video game has great potential as an innovative teaching tool in visual arts.

Keywords:Visual Arts, Art Education, ICT, Gamification, Digitalization, Video Game, Graphic Design, Video Game Design, Non- traditional Teaching Methods

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