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Soba pobega pri pouku naravoslovja in tehnike v 4. razredu osnovne šole : magistrsko delo
ID Oblak, Manca (Author), ID Susman, Katarina (Mentor) More about this mentor... This link opens in a new window

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Abstract
Sodobne smernice na področju vzgoje in izobraževanja učitelje vse bolj nagovarjajo k odmiku od tradicionalnih učnih pristopov ter poseganju po aktivnih učnih oblikah in metodah, ki imajo pozitiven vpliv na motivacijo in trajnost usvojenega znanja. Primer tovrstnega učnega pristopa so didaktične igre, ob katerih učenci na zabaven način usvajajo, utrjujejo ali preverjajo svoje znanje. Soba pobega je ena izmed vrst didaktičnih iger, ki jih lahko vključimo v vzgojno-izobraževalni prostor. Učenci v izobraževalni sobi pobega skozi opravljanje izzivov ponovijo izbrano učno snov. Igra poleg znanja v ospredje postavi tudi sodelovanje in dobro komunikacijo med igralci. Pri predmetu naravoslovje in tehnika v 4. razredu osnovne šole učenci usvajajo znanje s področij elektrike, svetlobe in snovi. Pomembno je, da omenjene učne vsebine obravnavajo ob raznolikih dejavnostih in tako postavijo dobre temelje za nadaljnjo nadgradnjo znanja. Soba pobega je odlična dejavnost za utrjevanje in poglabljanje znanja. Za potrebe magistrskega dela sem zasnovala svojo sobo pobega Tintin v pasti, ki je s priloženimi navodili za pripravo in izvedbo didaktične igre namenjena vsem učencem in učiteljem 4. razreda osnovne šole. Ob njej učenci utrdijo znanje izbranih naravoslovnih vsebin o elektriki, svetlobi in o snoveh. Sobo pobega lahko učitelji uporabijo pri rednem pouku ali jo izvedejo v okviru naravoslovnega dne. Sama sem jo na izbrani osnovni šoli izvedla z učenci 4. razreda. V raziskavo je bilo vključenih 17 četrtošolcev in štirje učitelji razrednega pouka iz štirih slovenskih osnovnih šol. Podatke sem zbrala s preizkusi znanja, polstrukturiranimi intervjuji in z opazovanjem z udeležbo. Rezultati raziskave so pokazali pozitiven odnos učiteljev in učencev do izobraževalne sobe pobega. Učenci so v procesu usvajanja znanja aktivni, samostojni in izkazujejo interes za delo ter hkrati ob igri razvijajo spretnosti in sposobnosti na kognitivnem, socialnem in na afektivnem področju. Pri tem je še posebej treba poudariti medsebojno sodelovanje in komuniciranje. Kompleksnejša priprava in organizacija sta na žalost tisti, ki onemogočata pogostejše vključevanje didaktične igre v učni proces. Prav tako lahko težavo predstavlja priprava pripomočkov, potrebnih za izvedbo sobe pobega. Dobro je, če so potrebni pripomočki že med šolskim didaktičnim gradivom oziroma da so ti lahko dostopni in za učitelja izvajalca cenovno ugodni. Kljub omenjenemu ima učenje z igro toliko prednosti, da te pretehtajo nad posameznimi slabostmi, učence in učitelje pa rezultati takšnega učenja navdajajo z zadovoljstvom.

Language:Slovenian
Keywords:soba pobega, didaktična igra, učna motivacija, sodelovanje, naravoslovje in tehnika
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Ljubljana
Publisher:M. Oblak
Year:2024
Number of pages:129 str.
PID:20.500.12556/RUL-160485 This link opens in a new window
UDC:373.3(043.2)
COBISS.SI-ID:206256131 This link opens in a new window
Publication date in RUL:29.08.2024
Views:255
Downloads:72
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Secondary language

Language:English
Title:Escape room in science education in the 4th grade of primary school
Abstract:
Modern guidelines in the field of Education increasingly encourage teachers to move away from traditional learning approaches and use active teaching strategies and methods that positively impact students’ motivation and retention of acquired knowledge. Didactic games are an example of this learning approach. They offer students the opportunity to acquire, consolidate, or review their knowledge in a fun way. The escape room is one of the types of didactic games that can be incorporated into the educational setting. In the educational escape room, students reinforce their knowledge by solving various challenges. Additionally, the game emphasizes cooperation and effective communication between players. In the course Science teaching in the 4th grade of primary school, students acquire knowledge about electricity, light, and matter. It is important that these topics are taught through diverse activities to ensure students build a strong foundation for further learning. An escape room is an excellent activity for consolidating and reviewing knowledge. For the purposes of this master’s thesis, I created my own escape room titled “Tintin in the trap”, which is, with included instructions for the teacher, designed for the 4th grade elementary school students and teachers. The game allows students to consolidate their knowledge of selected science topics related to electricity, light, and matter. Teachers can implement the escape room into regular Science teaching classes or use it during a science day. I performed it myself in the 4th grade at the selected elementary school. The study included seventeen 4th grade students and four primary education teachers from four Slovenian elementary schools. Data were collected through knowledge tests, semi-structured interviews, and participant observation. The results show a positive attitude from both teachers and students towards the educational escape room. In the process of acquiring knowledge, students are active, independent, and show interest in learning. Simultaneously, they develop cognitive, social, and emotional skills and abilities. The importance of cooperation and interpersonal communication is emphasized. Unfortunately, the complexity of preparation and organization prevent teachers from incorporating escape rooms into the learning process more frequently. To add, the preparation of materials needed to carry out the escape room can be challenging. It is preferable if these materials are already included in the school’s didactic material or are easily accessible and affordable for teachers. However, the advantages of learning through didactic games far outweigh the disadvantages. The results of this type of learning bring satisfaction to both teachers and students.

Keywords:escape room, didactic games, learning motivation, cooperation, science teaching

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