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Title:Igrifikacija v izobraževanju : diplomska naloga
Authors:ID Obrez, Sandra (Author)
ID Raspor, Andrej (Mentor) More about this mentor... New window
Files:.pdf RAZ_Obrez_Sandra_i2021.pdf (1,29 MB)
MD5: 3CF1F6EE203111AB27147A1374D15798
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FUDS - School of advanced social studies
Abstract:Igrifikacijo najenostavneje opredelimo kot uporabo elementov iger, na primer lestvic, značk, točk, dosežkov, stopenj, izzivov itd., v okoliščinah, ki same po sebi ne vključujejo iger. Igre v izobraževanju so način izobraževanja, ki se v praksi uporablja že nekaj let. Igrifikacija je nastala oziroma nastajala skozi procese izobraževanja, saj so učitelji enotno menili, da učenci nimajo motivacije za učenje. Posledično se je razvil sam pojem, ki je dal učencem nove vsebine, nove možnosti za učenje in večje zanimanje za učenje. S pomočjo te prakse bi učenci lažje dosegali cilje in imeli boljše rezultate. Igrifikacija ni nastala samo zaradi boljših ocen v izobraževanju, temveč da se učenec sooči z novimi izzivi, da se z njimi spozna in se prilagodi. Učenci s pomočjo igrifikacije postavljajo v ospredje sebe, svoje cilje, znanje in razmišljanje. Namen diplomske naloge je podrobno opisati in opredeliti pojma igrifikacija in igrifikacija v izobraževanju ter možnosti vključitve učencev prvega in drugega razreda osnovne šole. V raziskovalnem delu naloge smo želeli ugotoviti, ali anketiranci poznajo pojem igrifikacije, kaj menijo anketiranci o možnostih vključitve svojih otrok v igrifikacijo, ter kako igrifikacija vpliva na njihove otroke. Praktični del diplomske naloge je temeljil na anketnem vprašalniku, ki smo ga oblikovali s pomočjo obstoječe literature in ga sestavili z brezplačno aplikacijo 1KA. Na osnovi raziskave oziroma rezultatov ankete smo ugotovili, da kar 72% anketiranih staršev ne pozna pojma igrifikacija, vendar pa bi svoje otroke z veseljem vključili v igrifikacijo v izobraževanju.
Keywords:igrifikacija, anketiranci, motivacija, izobraževanje, diplomske naloge
Place of publishing:Ljubljana
Place of performance:Ljubljana
Publisher:[S. Obrez]
Year of publishing:2021
Year of performance:2021
Number of pages:49 str., [2] str. pril.
PID:20.500.12556/ReVIS-8813 New window
COBISS.SI-ID:94057987 New window
UDC:37
Note:Študijski program Socialni menedžment (VS);
Publication date in ReVIS:05.05.2022
Views:1263
Downloads:104
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Secondary language

Language:English
Abstract:Igrification is most simply defined as the use of game elements, such as scales, badges, points, achievements, levels, challenges, etc., in circumstances that do not in themselves involve games. Games in education are a method of education that has been used in practice for several years. Igrification arose or was created through the processes of education, as teachers unanimously believed that students have no motivation to learn. As a result, the concept itself developed, giving students new content, new learning opportunities, and greater interest in learning. With the help of this practice, students would find it easier to achieve goals and have better results. Igrification is not only about better grades in education, but about the student facing new challenges, getting to know and adapting to them. Through gamification, students put themselves, their goals, knowledge and thinking at the forefront. The purpose of the thesis is to describe in detail and define the concept of gamification and gamification in education and the possibility of including first and second grade students. In the research part of the thesis we wanted to determine whether respondents know the concept of gamification, and how gamification affects their children. The practical part of the diploma thesis was based on a survey questionnaire, which we designed with the help of existing literature and compiled with the free application 1KA. Based on the research or the results of the survey, we found that as many as 72% of surveyed parents do not know the concept of gamification, but they would be happy to include their children in gamification in education.


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