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Soba pobega na temo svetloba v tretjem triletju osnovne šole : magistrsko delo
ID Vivod, Veronika (Author), ID Pavlin, Jerneja (Mentor) More about this mentor... This link opens in a new window, ID Susman, Katarina (Comentor)

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Abstract
Naravoslovni predmeti, predvsem fizika, med učenci v osnovni šoli niso med najbolj priljubljenimi. Vzroke za to lahko med drugim iščemo v omejenem obsegu izvedbe eksperimentalnega dela in slabše prikazanih povezavah z vsakdanjim življenjem. Pogosto je težava tudi v nizki motivaciji učencev za delo. Omenjeno lahko premostimo z uporabo eksperimentov in didaktičnih iger pri pouku. Soba pobega je oblika miselne in socialne igre, ki se vedno pogosteje pojavlja tudi v učnem okolju. Temelji na sodelovanju in skupinskem reševanju nalog. Sobo pobega lahko uporabimo kot okolje za izvedbo eksperimentov, s čimer so učenci pri pouku bolj aktivni in zainteresirani za učenje, hkrati se lahko izboljša tudi odnos učencev do predmeta. Za namen raziskave je bila ustvarjena soba pobega, s katero učenci ob zaključku poglavja oziroma vsebinskega sklopa utrdijo svoje znanje in razumevanje učne snovi o svetlobi. Eksperimenti, uporabljeni v sobi pobega, so enostavni za izvedbo, prav tako pa jih lahko dobro povežemo s pojavi iz vsakdanjega življenja, s katerimi se učenci srečujejo. V raziskavi o uporabi sobe pobega za utrjevanje znanja učne vsebine svetloba je sodelovalo 5 učiteljev in 25 učencev osmega razreda izbrane osnovne šole. Učenci so svoje mnenje o sobi pobega podali v anketnih vprašalnikih. Sodelovali so tudi pri ocenjevanju preizkusa znanja pred in po izvedbi sobe pobega. Rezultati raziskave kažejo na kakovost pripravljene sobe pobega. Didaktična igra soba pobega je pripomogla k napredku v znanju. Povprečni g-faktor je bil 0,27. Po optimizaciji se je napredek v znanju še izboljšal. Situacijski interes učencev v času didaktične igre sobe pobega je bil visok. V rezultatih raziskave so predstavljene izboljšave, predlagane s strani učencev, učiteljev in avtorice ter nekatere težave in pomanjkljivosti. Predstavljeno je tudi, kako so izboljšave vplivale na sobo pobega.

Language:Slovenian
Keywords:Miselne igre, Osnovnošolsko učenje in poučevanje, Fizika, soba pobega, eksperimentalno delo, svetloba
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Velenje [i.e. Ljubljana]
Publisher:V. Vivod
Year:2025
Number of pages:62 str.
PID:20.500.12556/RUL-170545 This link opens in a new window
UDC:535(043.2)
COBISS.SI-ID:242566147 This link opens in a new window
Publication date in RUL:09.07.2025
Views:306
Downloads:103
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Secondary language

Language:English
Title:Light themed escape room for students aged thirteen to fifteen
Abstract:
Science subjects, especially physics, are not among the most popular with elementary school students. This may be due, among other things, to the limited range of experimental work and weak connections to everyday life, as well as low student motivation. This can be overcome by employing experiments and didactic games in the classroom. An escape room is a form of mental and social game that is increasingly used in educational settings. It is based on collaboration and team-solving of tasks. An escape room can serve as a setting for conducting experiments, thereby increasing student engagement and interest in learning, while also improving their attitude toward the subject. For the purposes of the study, an escape room was designed to enable students to consolidate their knowledge and understanding of light after completing the respective instructional unit. The experiments used in the escape room are simple to perform and closely connected to real-world phenomenon that students encounter in their daily lives. Five teachers and 25 eighth-grade students from a selected elementary school participated in the study on the use of the escape room to consolidate knowledge of light. The students provided their opinion about the escape room through questionnaires. They also contributed to evaluating their knowledge before and after the implementation of the escape room. The results show the high quality of the prepared escape room. The didactic game contributed to knowledge improvement, with an average g-factor of 0.27. After optimization, the knowledge further improved. The situational interest of the students during the didactic escape room was high. The study also presents improvements suggested by the students, the teachers, and the author, as well as some problems and shortcomings. Furthermore, the effects of these improvements on the escape room are described.

Keywords:escape room, experimental work, light

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