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Publikační činnost
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Record type:
stať ve sborníku (D)
Home Department:
Katedra matematiky (31100)
Title:
GAMIFICATION AND GAME-BASED LEARNING - HOW TO IMPLEMENT THEM INTO EDUCATION
Citace
Václavíková, Z. GAMIFICATION AND GAME-BASED LEARNING - HOW TO IMPLEMENT THEM INTO EDUCATION.
In:
16th Conference of Applied Mathematics: Proceedings, 16th Conference of Applied Mathematics Aplimat 2017 2017-01-31 Bratislava.
Bratislava: Spektrum STU Bratislava, 2017. s. 1592-1598. ISBN 978-80-227-4650-2.
Subtitle
Publication year:
2017
Obor:
Pedagogika a školství
Number of pages:
6
Page from:
1592
Page to:
1598
Form of publication:
Paměťový nosič
ISBN code:
978-80-227-4650-2
ISSN code:
Proceedings title:
Proceedings, 16th Conference of Applied Mathematics Aplimat 2017
Proceedings:
Mezinárodní
Publisher name:
Spektrum STU Bratislava
Place of publishing:
Bratislava
Country of Publication:
Sborník vydaný v zahraničí
Název konference:
16th Conference of Applied Mathematics
Conference venue:
Bratislava
Datum zahájení konference:
Typ akce podle státní
příslušnosti účastníků:
Evropská akce
WoS code:
EID:
2-s2.0-85035323979
Key words in English:
science, education, gamification, game-based learning, LARP game, study module.
Annotation in original language:
The use of games in the education process is, in our country, usually associated with ICT or digital tools. This paper attempts to clarify the concepts of gamification and game-based learning in connection with the informal, as well as the formal, education process, especially in cases of non-ICT or e-learning. The examples of implementation of gamification and game-based learning in Ostrava´s Science and Technology Center will be introduced. The examples will focus on use in science teaching, but the concept can be successfully used in any subject, and, using the interdisciplinary link, several courses can even be covered in one game.
Annotation in english language:
The use of games in the education process is, in our country, usually associated with ICT or digital tools. This paper attempts to clarify the concepts of gamification and game-based learning in connection with the informal, as well as the formal, education process, especially in cases of non-ICT or e-learning. The examples of implementation of gamification and game-based learning in Ostrava´s Science and Technology Center will be introduced. The examples will focus on use in science teaching, but the concept can be successfully used in any subject, and, using the interdisciplinary link, several courses can even be covered in one game.
References
Reference
R01:
RIV/61988987:17310/17:A1801KYF
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