scholarly journals A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games

2020 ◽  
Vol 10 (4) ◽  
pp. 96
Author(s):  
Min-Bin Chen ◽  
Siou-Ge Wang ◽  
You-Ning Chen ◽  
Xiao-Fang Chen ◽  
Yi-Zhen Lin

Learning is mainly based on the students’ mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such games. Designing educational games to be less complex and more casual makes it easier to balance education and entertainment. For courses with practical operational characteristics, combining a game with a virtual and real integration experience can increase both student interest and learning effectiveness. This research develops an augmented reality app, named "Mobile Plant", which is an app developed for the primary school plant curriculum, combining games and augmented reality to enhance students’ interest in learning. A questionnaire shows that the game has positive results in terms of game difficulty and absorption of content.

2022 ◽  
pp. 55-83
Author(s):  
Andreas Giannakoulas ◽  
Stelios Xinogalos

In recent years, several educational games for learning programming have been developed with promising results. The main purpose of this chapter is to present 22 educational games or platforms that aim to cultivate computational thinking through teaching computer programming concepts to primary school students. A short description of each game followed by a comparative analysis of both their game mechanics and their educational aspects is presented. Additionally, less typical functionalities such as online classrooms, the support for learning analytics, and the creation of new levels are analyzed. This chapter could be useful for game designers and IT teachers who would like to use a game-based approach in the teaching process.


2019 ◽  
Vol 6 (1) ◽  
pp. 11
Author(s):  
Azmil Hasan Lubis ◽  
Muhammad Nur Wangid

This research is intended to determine the effectiveness of Augmented Reality (AR)-assisted pictorial storybook in improving discipline character of primary school students. The population of this research was all state-run primary schools in in Sleman Regency, Special Region of Yogyakarta, Indonesia. Specifically, the samples were fourth-grade students from two primary schools, where each of them was selected to be control and experiment groups. The method used is an experimental research, while the sampling technique was cluster random sampling technique. The data collection technique was disciplinary character observation technique. Furthermore, the data were analyzed using t-test technique. The results of this research indicated that the value of sig. t-test was 0.00 (<0.05). Thus, it can be concluded that AR-assisted picture storybook was considered effective in enhancing disciplinary character of primary school students. Therefore, it is recommended that the use of AR can be improved and disseminated to reach the learning objectives of primary school students, specifically in enhancing discipline character.


Author(s):  
Olena Parshykova ◽  
Valeria Golub

The article provides guidelines for teachers of the German language on the game teaching of vocabulary of primary school students, demonstrates the method of using educational games and presents typical for its implementation in German lexical units, gives an example of a scenario of a lexical game in German. A selection of copyright vocabulary games is proposed that can be prepared by a teacher together with students and can provide easy, effective, motivated vocabulary learning.


Author(s):  
Maria Ivasyuk

In the article the problem of peculiarities of formation of communicative competence of first grade students with the help of educational games is analyzed. The initial level of formation of communication skills and abilities of schoolchildren is experimentally researched. The difference between the concepts of «communicative competence» and «language competence» is determined. The peculiarities are analyzed and the main ways of using games in the educationalprocess for developing primary school students’ communicative competence are determined.The influence of educational games on the level of formation of communicative competence is characterized. It is noted that communicative competence affects not only mastering the required amount of language and speech knowledge, but also the process of forming primary school students’ skills of practical use of language in speech and reflects their skills of communicating with others and ability to choose communication strategies and apply a set of relevant skills. The process of formation of communicative competence of 1st grade students involves mastering the skills and abilities of using means of verbal and nonverbal speech; development of dialogic and monologue speech; mastering the culture of oral and written speech and development of skills to navigate in a variety of communicative situations.It has been proved that educational games, because of repeated perception and reproduction of the material, provide strong memorization of lexical units and grammatical structures and influence motivated transfer and use in new gamequalities necessary for establishing contacts with peers.The pedagogical requirements for the use of didactic games during morning meetings and lessons in primary school are determined. In particular, it has been researched that games must correspond to age, individual characteristics and special educational and, in particular, language abilities; the form and content of the game must be substantiated pedagogically and didactically; it is obligatory to involve as many children as possible in the game and to use games in order to develop all kinds of speech activities.The article describes the author’s own pedagogical experience and provides guidelines for the use of educational games in the primary school educational process.


Author(s):  
S. Poliakov ◽  
L. Hrytsenko

The article analyzes the new possibilities of using information and technical means in the educational processes of labor education in a secondary educational institution, in particular, in the process of primary school students’ graphic competence formation. The multimedia application AugmentedClass is defined as an effective means of constructing labor training lessons with drawing elements, which provides step-by-step visualization of complex and simple constructions. The aim of the study is a comprehensive analysis of the augmented reality technology introduction in the educational process of forming primary school students’ graphic competence, as well as studying the features of the technology adaptation in future labor education and technology teacher training. It has been found that the AugmentedClass application is specially designed for the use of augmented and virtual reality projects in the educational process. The authors describe a set of functions and capabilities for creating multimedia content using mobile and computer devices based on the Android operating system, which is available to teachers and pupils. It is concluded that the use of augmented reality using AugmentedClass in the process of forming primary school students’ graphic competence provides the following opportunities: to increase children’s interest in educational information through interactive content, to form components of competence with the help of augmented reality technology, and diversifies the educational process with innovative forms of work. It increases primary school students’ motivation to independent educational and cognitive activities through the implementation of game, competitive and cognitive stimuli, allows developing innovative types of visual learning tasks of generalizing and systematizing nature, which intensify primary school students’ educational work. The educational content development takes such an organizational form that is attractive to children, provides conditions for personal qualities development, and leads to increased independence and self-esteem of their academic achievements.


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