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Uporaba interaktivnih tabel z interaktivnimi peskovniki za namen poučevanja tehnike in tehnologije v osnovni šoli
ID Kuduzović, Denisa (Author), ID Jamšek, Janez (Mentor) More about this mentor... This link opens in a new window

URLURL - Presentation file, Visit http://pefprints.pef.uni-lj.si/3561/ This link opens in a new window

Abstract
Diplomsko delo je namenjeno učiteljem tehnike, ki pri svojem poučevanju uporabljajo učna sredstva in pripomočke. Tudi učna sredstva so deležna tehnološkega razvoja. Klasično črno tablo izpodrivajo sodobne interaktivne table. Tovrstne table so v praksi že kar nekaj let in učitelji jih s pridom uporabljajo, vendar v veliki večini zgolj kot nadomestek predhodnega sistema; računalnik – projektor – projekcijsko platno. Prav taka uporaba interaktivne table je nesmiselna in nezanimiva, saj lahko s pomočjo orodij, ki jih ima interaktivna tabla, izdelujemo različna gradiva, ob katerih učenci niso več samo opazovalci dogajanj na tabli, temveč njegovi soustvarjalci. V diplomskem delu je opisano, kako lahko učenčevo igranje računalniških iger na pametnih telefonih preusmerimo v izobraževalni namen in sicer z uporabo peskovnikov, kjer ima uporabnik odprto pot, sam piše scenarij in pri tem na zabaven in poučen način razvija svojo ustvarjalnost in motivacijo za učenje. Poznamo več vrst tako imenovanih peskovnikov. V delu je podan pregled tovrstnih programskih orodij, ki bi bila primerna za uporabo pri poučevanju tehnike in tehnologije v 9-letni osnovni šoli. Za najbolj primernega izmed njih (Algodoo) podajamo možnosti njegove uporabe (predloge, vodila za izdelavo in način integracije) po posameznih vsebinskih sklopih po razredih. Najbolj neposredno lahko vključimo vsebine, vzvod, gonila in motor z notranjim izgorevanjem.

Language:Slovenian
Keywords:tehniško izobraževanje
Work type:Undergraduate thesis
Typology:2.11 - Undergraduate Thesis
Organization:PEF - Faculty of Education
Year:2016
PID:20.500.12556/RUL-84251 This link opens in a new window
COBISS.SI-ID:11080009 This link opens in a new window
Publication date in RUL:24.08.2016
Views:1405
Downloads:145
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Secondary language

Language:English
Title:Using interactive whiteboard with sandbox software for primary school Design and technology teaching
Abstract:
Thesis is aimed for primary school Design and technology teachers who use teaching aids and instruments in the classroom. Even teaching aids are the subject of technological development. Classic blackboards are being replaced by modern interactive whiteboards. Although these boards have already been used by many teachers for many years they mostly act as a substitute for the previous system, the; computer - projector- screen. Such use of the interactive whiteboard is meaningless and uninteresting because with the tools that are provided by the interactive whiteboard, we can produce various resources with which the students are no longer just observers of the events on the board, but can become theirs creators. Thesis describes how smartphone games played by students can be used for an educational purpose. By using of sandbox, one can control the script writing while developing its creativity and motivation to learn in a funny and educational manner. There are several types of the so-called sandboxes. An overview of the software tools that would be suitable for use in Design and technology teaching in the 9-year elementary school is given. Algodoo is chosen as the most suitable one. Many Design and technology curriculum content relate examples are presented (templates, instructions for development and ways of integrating various data sets into classes) such as lever, gear, and an internal combustion engine.

Keywords:engineering education

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