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Oprijemljivi vmesniki pri učenju prostorske orientacije
ID KOMPARA, ROK (Author), ID Zajc, Matej (Mentor) More about this mentor... This link opens in a new window, ID Istenič Starčič, Andreja (Comentor)

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MD5: 5BB3EDD1B396A5101B5C691A5C5386BD
PID: 20.500.12556/rul/aab76496-8a29-42e6-839c-039e505e0669

Abstract
Diplomsko delo zajema vse faze procesa izdelave oprijemljivega uporabniškega vmesnika in aplikacije za učenje prostorske orientacije predšolskih otrok. Poleg tehničnega dela je teorija podkrepljena tudi s pedagoškimi pogledi na tehnologijo in njeno uporabno vrednost kot pripomoček za učenje. Praktičen del obsega načrtovanje, prototipiranje in izdelavo oprijemljivega vmesnika, ki je podprt z rezultati testiranja, opravljenega v enem izmed vrtcev v Novi Gorici. Končni izdelek z imenom Moj konjiček sestavljata dva dela, računalniška igra, ki je narejena s pomočjo vizualnega programskega jezika Scratch in oprijemljiv uporabniški vmesnik, ki je z igro povezan preko orodja Makey Makey.

Language:Slovenian
Keywords:oprijemljivi vmesniki, Makey Makey, Scratch, vizualni programski jezik, prototipiranje, prostorska orientacija, pripomoček za učenje
Work type:Bachelor thesis/paper
Organization:FE - Faculty of Electrical Engineering
Year:2015
PID:20.500.12556/RUL-73691 This link opens in a new window
Publication date in RUL:23.11.2015
Views:1675
Downloads:423
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KOMPARA, ROK, 2015, Oprijemljivi vmesniki pri učenju prostorske orientacije [online]. Bachelor’s thesis. [Accessed 14 April 2025]. Retrieved from: https://repozitorij.uni-lj.si/IzpisGradiva.php?lang=eng&id=73691
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Secondary language

Language:English
Title:Tangible interfaces in learning spatial orientation
Abstract:
The Thesis covers all stages of the process of making a tangible user interface and an aplication for teaching preschoolers spatial orientation. In addition to the tehnical part of theory the thesis is also supported by the pedagogical perspectives on technology and its utility value as a tool for learning. The practical part comprises of the design, prototyping and producing a tangible interface that is supported by the results of the test carried in the kindergarten. The final product named Moj konjiček consits of two parts, a computer game, which is created using visual programing language Scratch and tangible user interface, which is connected to the game through the Makey Makey kit.

Keywords:tangible interfaces, Makey Makey, Scratch, visual programming language, prototyping, spatial orientation, tool for learning

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