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1.
Classroom design as a way of motivating students for artistic activities
Janja Batič, Petra Lebar Kac, 2025, independent scientific component part or a chapter in a monograph

Abstract: In this chapter, we present the results of a case study that we conducted to discover how the equipment and space of a design in a universal classroom can encourage students' spontaneous artistic expression. The study included fifth-grade students and their generalist teacher. In the 2022-2023 school year, pupils were offered an art station that included various art materials and art challenges. We aimed to determine how students would utilize the space for artistic expression, their approach to selecting art materials, and their attitude toward art activities outside of art classes. Data were collected by analysing the teacher's observation diary, photographs of the art works, and student surveys. The results showed that the art station was very well received by the students and that the most popular material for modelling was clay. Spending free time with friends was also a very important aspect of the art station.
Keywords: fostering artistic abilities, classroom design, art activity, art station, art materials
Published in DKUM: 04.07.2025; Views: 0; Downloads: 5
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2.
Analysis of didactic games in selected coursebooks
Mateja Krajnc, 2017, master's thesis

Abstract: For early foreign language learning, it is typical that it is carried out in a dynamic, varied and child-friendly way. This means that there is a wide variety of media used in these lessons, which enrich the learning process and make learning more efficient and, most importantly, more interesting for the students. One of the many media is also didactic games, which is being used more and more in practice. Due to the actuality of the topic of didactic games, the purpose of this Master’s thesis is to analyze didactic games in selected coursebooks for English in the fourth grade of primary school. In the theoretical part the terms “(child’s) play”, “game” and “didactic game” are defined, based on the technical literature. The importance of child’s play for the development of children and the significance of games in the educational process are presented. Numerous types of didactic games are listed and presented, along with their use in the classroom. Furthermore, the term “coursebook” is defined and the importance of its role in the educational process illustrated. At the end of the theoretical section, the requirements for coursebook design are presented and the characteristics of a quality coursebook listed. In the empirical section of the thesis, the analysis that was carried out based on the selected coursebooks is presented. The research shows that there is a small share of didactic games in the selected coursebooks and that language games and communicative games prevail. The majority of games are intended for practicing vocabulary, speaking and listening. The research also reveals that didactic games encourage all forms of work (individual work as well as pair work and group work).
Keywords: child’s play and games, didactic games, early ELT classroom, coursebooks, coursebook design, analysis of didactic games
Published in DKUM: 15.06.2017; Views: 1813; Downloads: 197
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