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Title:Vključevanje didaktičnih iger v kontekst izvedbe naravoslovnih vsebin v 4. razredu : magistrsko delo
Authors:ID Bastl Enci, Klavdija (Author)
ID Fošnarič, Samo (Mentor) More about this mentor... New window
Files:.pdf MAG_Bastl_Enci_Klavdija_2023.pdf (10,62 MB)
MD5: 234D864D7C2D15C421D2C7D2BA9C4606
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Abstract:Kako na zanimiv in interaktiven način učencem podati učne vsebine v 4. razredu pri Naravoslovju in tehniki? Kako dati učencem moč, da sami vplivajo na potek učne ure? To lahko učenci zelo dobro doživijo skozi uporabo didaktični iger znotraj pouka. Didaktične igre predstavljajo drugačen način dela in pridobivanja znanja, ki je zanje bolj zanimiv, bolj motivacijski in jim predstavlja izziv. V magistrskem delu smo podrobneje raziskali učni načrt Naravoslovja in tehnike in se pri tem osredotočili na 4. razred. Izbrali smo si cilje, ki jih lahko realiziramo s pomočjo uporabe didaktičnih iger. Z raziskavo smo ugotovili, da med učitelji obstaja želja po uporabi didaktičnih iger predvsem zaradi tega, ker menijo, da uporaba le-teh lahko izboljša pomnjenje učne snovi, naredi pouk bolj zanimiv, bolj aktivno vključi učence itd. Zaradi teh ugotovitev smo v praktičnem delu izbranim ciljem oblikovali didaktične igre. Naš namen je bil oblikovanje le-teh in s tem olajšanje dela učiteljev, saj lahko oblikovanje ideje, izdelava in drugo vzame ogromno časa. Didaktične igre smo nato v različnih razredih tudi preizkusili in ugotovili, da so učencem igre všeč in so z velikim veseljem sodelovali. V prihodnje si tega še želijo. Tudi učitelji so podali dobro povratno informacijo in ideje ter morebitne predloge, ki bi igre še izboljšale.
Keywords:naravoslovje in tehnika, didaktične igre, aktiven pouk
Place of publishing:Maribor
Place of performance:Maribor
Publisher:[K. Bastl Enci]
Year of publishing:2023
Number of pages:1 spletni vir (1 datoteka PDF (XII, 219 str.))
PID:20.500.12556/DKUM-84449 New window
UDC:37.091.3:5(043.2)
COBISS.SI-ID:162940675 New window
Publication date in DKUM:01.09.2023
Views:449
Downloads:68
Metadata:XML DC-XML DC-RDF
Categories:PEF
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:08.06.2023

Secondary language

Language:English
Title:The introduction of didactic games into the context of teaching natural sciences in the fourth grade
Abstract:How can the learning content in science and technology lessons be conveyed to 4th grade students in an interesting and interactive way? How can the students be given the opportunity to influence the course of the lesson? This can be achieved by using didactic games in the classroom. Didactic games represent a different way of acquiring knowledge that is more interesting for the students, increases their motivation and challenges them. In this Master's thesis, we have thoroughly investigated the science and technology syllabus, focusing in particular on the 4th grade. We have selected the objectives that can be achieved through the use of didactic games. The research showed that teachers have a desire to use such games as they believe this can improve memorization, create a more interesting lesson, engage the students more actively, etc. In light of these findings, we developed didactic games for the chosen teaching objectives. In doing so, we wanted to make the teachers' work easier, as we are aware that coming up with an idea, designing materials, etc. can take up a lot of time. The didactic games were then tested in different classes. We found that the students liked the games, enjoyed participating and would like to be involved in more similar activities in the future. The teachers also gave positive feedback on the games and finally offered ideas and suggestions for their improvement.
Keywords:science and technology, didactic games, engaging classes


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