To see the other types of publications on this topic, follow the link: Didactic games and tools.

Journal articles on the topic 'Didactic games and tools'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Didactic games and tools.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Silva, Thainara Ferreira da, Susy Ellen Cardoso Vítor, Ellen Marques da Silva, et al. "DIDACTIC GAMES AS TOOLS IN EMBRYOLOGY TEACHING." Revista Ibero-Americana de Humanidades, Ciências e Educação 10, no. 6 (2024): 4075–87. http://dx.doi.org/10.51891/rease.v10i6.14697.

Full text
Abstract:
O ensino de Embriologia contém grande quantidade de termos técnicos que podem dificultar a compreensão das fases embrionárias. Em razão disso, a utilização de jogos didáticos e materiais visuais são uma alternativa para melhor compreensão das fases embrionárias. Para que isso aconteça, é preciso investigar e aplicar metodologias ativas de ensino, com ênfase na utilização de jogos didáticos e recursos visuais, com o intuito de aprimorar o processo de ensino-aprendizagem da embriologia. Dessa forma, para a aplicação efetiva, neste trabalho, os conteúdos foram divididos e apresentados em dois mom
APA, Harvard, Vancouver, ISO, and other styles
2

Караманов, Олексій, and Ольга Железник. "Board didactic games in art lessons in the museum space." Pedagogika. Studia i Rozprawy 30 (2021): 155–64. http://dx.doi.org/10.16926/p.2021.30.10.

Full text
Abstract:
The authors of the article analyze the theoretical foundations of the use of board didactic games in the educational process in the process of interaction between school and museum; describe the practical experience of using board didactic games in pedagogical activity, created by school teachers together with the museum staff.The authors of the article emphasize the role of didactic games as an important didactic element in art lessons in the context of using methods and tools of museum pedagogy, as well as powerful tools for learning, leisure and recreation in the museum.
APA, Harvard, Vancouver, ISO, and other styles
3

Pakhratdinova, Roza Azatbayevna. "THE USE OF DIDACTIC GAMES IN THE SUBJECT OF MOTHER TONGUE IN ELEMENTARY GRADES." MULTIDISCIPLINARY JOURNAL OF SCIENCE AND TECHNOLOGY 3, no. 6 (2024): 178–80. https://doi.org/10.5281/zenodo.10465602.

Full text
Abstract:
This article explores the use of didactic games in the teaching of the mother tongue subject in elementary grades. Didactic games have been increasingly recognized as effective tools for enhancing students' learning experiences. This study aims to examine the benefits and challenges of integrating didactic games into mother tongue instruction and to explore the impact of such games on students' language skills and overall academic performance. The research methodology involves a combination of literature review and case studies in elementary classrooms where didactic games are used as part of
APA, Harvard, Vancouver, ISO, and other styles
4

LUKASHOVA, Yu, and O. HNIZDILOVA. "THE USE OF DIDACTIC GAMES IN THE PROCESS OF THE PRESCHOOLERS’ CAREER GUIDANCE." Pedagogical Sciences, no. 75-76 (December 12, 2020): 3–7. http://dx.doi.org/10.33989/2524-2474.2020.75-76.226357.

Full text
Abstract:
The article highlights the features of career guidance work with preschool children. It is established thatvarious tools and methods of work are used in the process of preschool children’s career guidance. It was found that didactic games contribute to the acquisition of the necessary knowledge of children about the professional activities of adults. The peculiarities of the use of didactic games in the educational process of preschool educational institution are revealed. The main types of didactic games that contribute to the enrichment of children’s knowledge about professions are games wit
APA, Harvard, Vancouver, ISO, and other styles
5

Llivicura Salazar, Wilian Marcelo, and Isaac Leonel Lopez Pinargote. "Didactic games to stimulate the learning of the periodic table in first-year high school students." Minerva 4, no. 10 (2023): 114–22. http://dx.doi.org/10.47460/minerva.v4i10.110.

Full text
Abstract:
Didactic games are attractive and motivating tools; they draw students' attention to the subject, quickly activate the learning mechanism, allow each student to develop their skills, and break the routine schemes in the classroom for teaching. The primary purpose of this work is to analyze the influence of didactic games as a pedagogical strategy in the teaching-learning process of the periodic table in first-year high school students. The research was applied to 60 students under a quasi-experimental modality, where two didactic games were implemented in an experimental group and another cont
APA, Harvard, Vancouver, ISO, and other styles
6

Xabibullayeva, Shaxodat. "IMPORTANCE OF DIDACTIC GAMES IN PRESCHOOL PEDAGOGY." MODERN SCIENCE AND RESEARCH 2, no. 12 (2023): 22–25. https://doi.org/10.5281/zenodo.10277666.

Full text
Abstract:
<i>Almost everyone knows that toys are one of the most useful tools. For children to explore many things, including themselves, the people and things around them, and the environment they call their world. It is true that toys have been used for thousands of years to facilitate the development and growth of children. It's amazing how important toys are to childhood education and creativity these days. There are certain toys that help stimulate creativity in some children. Examples of such toys include finger paints, paper and crayons, plasticine, and other arts and crafts. In this article, we
APA, Harvard, Vancouver, ISO, and other styles
7

Grebenkina, A. S., and P. V. Lyashko. "Formation of students’ subject skills in mathematics in the process of digital didactic game." Vestnik of Samara University. History, pedagogics, philology 30, no. 3 (2024): 104–11. http://dx.doi.org/10.18287/2542-0445-2024-30-3-104-111.

Full text
Abstract:
The work is devoted to the study of the problem of gamification of mathematics teaching in primary school using methods of studying pedagogical experience, comparing and generalizing the results of observations, analyzing scientific articles and the content and structure of didactic games in mathematics. The urgency of the problem is due to the digital transformation of education currently taking place. Digitalization of education in the context of teaching mathematics in primary school entails the need to develop new learning tools. Such teaching tools should contribute to the development of
APA, Harvard, Vancouver, ISO, and other styles
8

Воєвода, Аліна, та Михайло Притуляк. "Формування готовності майбутніх учителів математики до застосування цифрових дидактичних ігор". Дидактика математики: теорія, досвід, інновації, № 1 (6 серпня 2024): 88–106. https://doi.org/10.31652/3041-2277-2024-1-98-106.

Full text
Abstract:
The article deals with the use of digital didactic games in teaching mathematics. The purpose of the article is to consider the methods of forming future mathematics teachers' readiness to use digital didactic games in mathematics lessons in general secondary education institutions. A systematic analysis of scientific and methodological sources was used to determine the ways and methods of forming future mathematics teachers' readiness to use digital didactic games. A definitional analysis of the content of the concepts of "computer game", "digital game", "video game", "electronic game", "brow
APA, Harvard, Vancouver, ISO, and other styles
9

Hurriyatxon, Asranqulova. "The Role of Advanced Pedagogical Technologies, Ideas, and Didactic Games in Teaching Mathematics." XXI ASRDA INNOVATSION TEXNOLOGIYALAR, FAN VA TA'LIM TARAQQIYOTIDAGI DOLZARB MUAMMOLAR 1, no. 4 (2023): 106–8. https://doi.org/10.5281/zenodo.7977745.

Full text
Abstract:
This article explores the significance of advanced pedagogical technologies, ideas, and didactic games in the field of mathematics education. It discusses the potential benefits of incorporating innovative teaching methods to enhance student engagement, understanding, and performance in mathematics. The article highlights the importance of integrating technology, creative teaching strategies, and interactive games as effective tools for fostering mathematical skills and conceptual development. Through the use of statistical data, examples, and references, this study provides insights into the
APA, Harvard, Vancouver, ISO, and other styles
10

Makarova, Nadegda, Marina Potemkina, Nina Chernova, and Andrey Dorozhkin. "A System of Didactic Games as a Foundation of Teaching History in Secondary School." SHS Web of Conferences 50 (2018): 01009. http://dx.doi.org/10.1051/shsconf/20185001009.

Full text
Abstract:
Today, an important part of an education system is use of various didactic tools. Among them a significant role belongs to didactic games that allow realising purposeful development of intellectual skills of children, their interest in studies, as well as formation of creative potential and independent work in teaching history. In the course of analysis of an experience of using didactic games at history lessons, the authors were guided by works of S.A. Ezhov, O.S. Gazman, V.P. Bespalko, R.M. Mironova, P.I. Pidkasistiy, G.K. Selevko et al. The empirical basis of the study included practical cl
APA, Harvard, Vancouver, ISO, and other styles
11

DEBRENTI, Edith, and Beáta LÁSZLÓ. "Developing Elementary School Students’ Mental Computation Skills through Didactic Games." Acta Didactica Napocensia 13, no. 2 (2020): 80–92. http://dx.doi.org/10.24193/adn.13.2.6.

Full text
Abstract:
"Abstract: Our research focuses on developing elementary students’ mental computation skills with the help of card games. Choosing this area of study was motivated by our personal experiences, namely, that mathematics programmes of study do not lay emphasis on this aspect; there are too few hours dedicated to developing this skill, and several mental computation strategies are not presented in the classroom. As a result, students struggle with mental computation, a basic skill needed in our day-to-day life, and a relevant basis for further mathematical knowledge, computation competence, and hi
APA, Harvard, Vancouver, ISO, and other styles
12

Samudinova, Zaripa. "MASTERING THE CATEGORY OF BELONGING OF THE KYRGYZ LANGUAGE BASED ON FUNCTIONAL GRAMMAR THROUGH DIDACTIC GAMES (using the example of primary classes in schools with Russian as the language of instruction)." Alatoo Academic Studies 24, no. 2 (2024): 85–95. http://dx.doi.org/10.17015/aas.2024.242.07.

Full text
Abstract:
The article discusses the methods of assimilation of the category of belonging in the Kyrgyz language among primary school students with the Russian language of instruction. The main focus is on the use of functional grammar and didactic games as effective tools for the formation and consolidation of knowledge. The research is based on the analysis of pedagogical experience and the use of didactic games, which contribute to a deeper and more stable assimilation of grammatical categories. Various types of games and their classification are presented, methodological approaches to their implement
APA, Harvard, Vancouver, ISO, and other styles
13

Christos, Lalos1 and Ilektra Skarpa2. "EDUCATIONAL DIGITAL GAMES AS LEARNING TOOLS: MICROSOFT KODU'S CASE." International Journal of Education (IJE) 8, no. 3 (2020): 01–10. https://doi.org/10.5281/zenodo.4070743.

Full text
Abstract:
The virtual environments of electronic games and, in general, digital media engagement undoubtedly attract the interest of young people in your days. On the other hand, students in schools seem to enjoy the traditional educational process. Students, therefore, need to be motivated to participate in school lessons, and a way to achieve this, is to use new digital media that are considered particularly popular with young people. The main objective of the project is to propose a didactic approach to achieving some of the objectives of the courses in the Primary School. In particular, an education
APA, Harvard, Vancouver, ISO, and other styles
14

Mamayusubovich, Shaynazarov Ravshan. "Didactic Bases of Using Software Tools for Modeling Hydrotechnic Installations for Future Engineers." European International Journal of Pedagogics 5, no. 2 (2025): 68–71. https://doi.org/10.55640/eijp-05-02-18.

Full text
Abstract:
The article provides future engineers with solutions for automating the activities of organizations that provide construction and use of hydraulic structures using modern modeling technologies in their design, designing a 3D project of hydraulic structures developed by IT companies using modern engineering programs. Also, the article is based on the need for future engineers to learn how to use the best programs and technologies for their use for modeling hydraulic structures, and at the same time to future engineers the use of modeling programs for hydraulic structures. In addition, some of t
APA, Harvard, Vancouver, ISO, and other styles
15

Suleymanova, Shahla. "Effective ways to form the artistic creative abilities of students in the organization of didactic games." Scientific bulletin of South Ukrainian National Pedagogical University named after K. D. Ushynsky 2023, no. 1 (142) (2023): 46–53. http://dx.doi.org/10.24195/2617-6688-2023-1-6.

Full text
Abstract:
This article notes that the purposeful, organized organization of didactic games in elementary grades is of great importance for the development of artistic creative abilities of younger schoolchildren. Also, the issues of using effective ways for the development and formation of talented, artistically creative children in this area were brought to attention. In this case, didactic games were shown by teaching under create conditions for the development of artistic and aesthetic taste, positive moral qualities, physical health, aesthetic education, and worldview in other students. Children wit
APA, Harvard, Vancouver, ISO, and other styles
16

Polcyn, Sylwia. "Funkcja profilaktyczna edukacyjnych gier komputerowych." Kultura-Społeczeństwo-Edukacja 14, no. 2 (2018): 127–35. http://dx.doi.org/10.14746/kse.2018.14.11.

Full text
Abstract:
Polcyn Sylwia, Funkcja profilaktyczna edukacyjnych gier komputerowych [The prophylactic function of educational video games]. Kultura – Społeczeństwo – Edukacja nr 2(14) 2018, Poznań 2018, pp. 127–135, Adam Mickiewicz University Press. ISSN 2300-0422. DOI 10.14746/kse.2018.14.11.&#x0D; The article presents a modern look at computer games as tools and / or teaching aids used for broadly understood educational and didactic purposes at various levels of education. The author focuses mainly on the use of computer games for prophylactic purposes, and especially in counteracting various negative phe
APA, Harvard, Vancouver, ISO, and other styles
17

Liuta, Anastasiia V., Alexander V. Perig, Marharyta A. Afanasieva, and Violetta M. Skyrtach. "Didactic games as student-friendly tools for learning hydraulics in a technical university’s undergraduate curriculum." Industry and Higher Education 33, no. 3 (2019): 198–213. http://dx.doi.org/10.1177/0950422218824507.

Full text
Abstract:
This article reports research into the didactic processes of a creative gamified learning process for hydraulics in an undergraduate technical university curriculum, enhanced by industry collaboration. It is based on the use of educational theories of didactic transposition, competency building, learning gamification and emotional intelligence. It is shown that improvement in a student’s motivation with regard to the creative learning of hydraulics in an undergraduate curriculum can be achieved through the competitive writing of original stories, tales, poems and songs that illustrate the basi
APA, Harvard, Vancouver, ISO, and other styles
18

Nafisa, Safarova Sulaymonovna. "METHODOLOGY OF ATTENTION DEVELOPMENT IN MEDICAL CHEMISTRY LESSONS." Multidisciplinary Journal of Science and Technology 5, no. 5 (2025): 1443–47. https://doi.org/10.5281/zenodo.15561077.

Full text
Abstract:
Concentration of attention and directing it to the assimilation of necessary information remains one of the most important problems of our time. Because in a huge flow of information it is very difficult to select and study the most important. One of the tools that play an important role in increasing attention is the use of didactic means. The article describes methods that help to increase attention, focus it and distribute it with the help of didactic means. It is also illustrated with concrete examples.
APA, Harvard, Vancouver, ISO, and other styles
19

Kowalczuk, Karol. "CREATIVE USE OF THE POTENTIAL OF VIRTUAL REALITY IN TEACHING." Zeszyty Naukowe Wyższej Szkoły Humanitas w Sosnowcu. Pedagogika 21 (November 24, 2020): 41–53. http://dx.doi.org/10.5604/01.3001.0014.5654.

Full text
Abstract:
The text presents the complexity of the educational process taking place during the period of digital transformation and the role of the teacher in the changing didactic reality. The need to modify the existing digital tools adapted to the requirements of modern students was pointed out. The author’s assumption was to draw attention to computer games that can be part of the strategies for creating effective teaching tools tailored to the needs of digital natives. The article presents the features of games that may be key to the effective use of gaming in teaching. It also presents the strategy
APA, Harvard, Vancouver, ISO, and other styles
20

Szafernakier-Świrko, Anna. "Pozajęzykowe komponenty jednostki dydaktycznej." Studia Rossica Posnaniensia, no. 42 (June 19, 2018): 329–34. http://dx.doi.org/10.14746/strp.2017.42.29.

Full text
Abstract:
In the article the author presents the non-linguistic elements of a didactic unit and demonstrates their important role in designing effective language classes. According to the author, non-linguistic elements include: the teacher’s personality, paralinguistic messages conveyed by the teacher and non-linguistic tools used by the teacher (games, realia and topic related slides).
APA, Harvard, Vancouver, ISO, and other styles
21

Bendo, Ana, and İsa Erbas. "Teaching English Through Games." European Journal of Language and Literature 5, no. 3 (2019): 43. http://dx.doi.org/10.26417/330rsg77n.

Full text
Abstract:
This paper aims to analyze the utilization of didactic games in ESL classes while teaching and managing the classroom, as well as strategies and tools for the game between the teacher and the students. Utilizing games in ESL course can fulfill the essential aim of teaching, which is to make students active participants in the learning process and keep them motivated. This paper focuses on analyzing the utilization of games while teaching English with the aim of actively engaging students in the learning process. This study relies on both research methods, the qualitative and quantitative one.
APA, Harvard, Vancouver, ISO, and other styles
22

Palencsár, Enikő, and Szilvia Szilágyi. "An evolutionary approach to developing supporting software for the design of card deck-based mathematical didactic games." Multidiszciplináris Tudományok 13, no. 3 (2023): 241–56. http://dx.doi.org/10.35925/j.multi.2023.3.24.

Full text
Abstract:
Didactic card games have demonstrated their efficacy in engaging Generation Z students in diverse course materials in the field of natural sciences. However, the absence of suitable tools poses a significant obstacle to the creation of card decks which include complex formulas. In this paper, we introduce a JavaScript-based web application that simplifies and accelerates the design process by providing support for LaTeX that enables the integration of scientific equations onto the cards. The proposed software aims to encourage educators to participate in card deck design, with the ultimate goa
APA, Harvard, Vancouver, ISO, and other styles
23

Pavličić, Zlatka, and Marija Ranđelović. "Cube as a didactic tool in preschool mathematical education." Univerzitetska misao - casopis za nauku, kulturu i umjetnost, Novi Pazar, no. 22 (2023): 90–99. http://dx.doi.org/10.5937/univmis2322090p.

Full text
Abstract:
Among the didactic tools used in working with preschool children, one of the most prevalent and beloved is the cube. The cube is a favorite toy for children of all ages, as it offers countless possibilities for play. Its significance is reflected in its wide application in games for implementing activities of various content, and in arousing children's interest in developing and acquiring concepts that are being taught. Playing with cubes encourages children to be active participants and collaborators with adults in activities to the extent that the cube facilitates the discovery, deeper exper
APA, Harvard, Vancouver, ISO, and other styles
24

Achour, Mohamed. "Can Serious Games Reduce Electric Current Misconceptions among 10th Grade Moroccan Science Pupils?" International Journal of Information and Education Technology 15, no. 4 (2025): 795–802. https://doi.org/10.18178/ijiet.2025.15.4.2285.

Full text
Abstract:
This study examined the effectiveness of serious games in reducing misconceptions held by 10th grade Moroccan learners regarding the electric current concept. The sample comprised 42 learners from a secondary public school. All categories of misconceptions were probed by means of a diagnostic instrument. The items consisted of twelve qualitative conceptual questions. The analysis of data collected through SPSS software showed a significant difference in terms of learning achievement between the pre-test and post-test, with pupils performing significantly better on the post-test. It was also fo
APA, Harvard, Vancouver, ISO, and other styles
25

Sanz, Ramos Sheila, Alain Presentación-Muñoz, Alberto González-Fernández, Miguel Rodal, and Jesús Acevedo-Borrega. "Video games are a useful didactic tool for learning history and mathematics: a systematic review." Texto Livre 17 (February 19, 2025): e52566. https://doi.org/10.1590/1983-3652.2024.52566.

Full text
Abstract:
Video games have always been an object of leisure and entertainment for children and adults. Ignorance has led many people to view these types of games in a negative, violent or addictive way. The objective of this systematic review was to determine the use of video games in the field of education, specifically in mathematics and history, and to identify the benefits of playing video games on students&rsquo; academic performance. Method: a search was carried out in different databases: Pubmed, Web of Science, SciELO and Scopus, including studies published up to March 2021. Results: video games
APA, Harvard, Vancouver, ISO, and other styles
26

Cordeiro, Celso Amaral, Milena Franco da Silva, and Luan Brioschi Giovanelli. "Use of the virtual board game as a learning method, as an alternative didactic form in the teaching of the discipline of dams and hydraulic structures." International Journal of Geoscience, Engineering and Technology 5, no. 1 (2022): 29–33. https://doi.org/10.70597/ijget.v5i1.469.

Full text
Abstract:
As the technological development at present it is possible to observe the use of technological tools applied in teaching for object-learning, these are tools that allow the student-teacher integration in a playful and objective way, being able to deal with several subjects in the present work, we sought to if the applicability of a virtual board game as a learning object with the objective of implementing questions, curiosities and information on the theme of dams and, at the same time, taking the format of traditional games, being able to have direct applicability in schools and universities
APA, Harvard, Vancouver, ISO, and other styles
27

DILNA, Oksana. "GAMIFICATION IN LANGUAGE LESSONS: APPLY OR AVOID?" Culture of the Word, no. 100 (2024): 251–61. https://doi.org/10.37919/0201-419x-2024.100.20.

Full text
Abstract:
The article focuses on the analysis of the English borrowing гейміфікація which is widely used by language teachers in their professional speech. The source for the research was educational and methodological materials posted on the popular educational platforms “Vseosvita” and “Na urok”. The professional discourse of modern educators is characterized by new foreign words, primarily English borrowings. On the one hand, this spontaneous process confirms the important role the English language plays in international communication, while on the other hand, it evokes serious concerns among linguis
APA, Harvard, Vancouver, ISO, and other styles
28

Andrzejewski, Adam. "FLIPPED TEACHING AND GAMIFICATION AS A CONNECTIVISTIC APPLICATION OF CYBERSPACE RESOUCES IN EDUCATION." International Journal of New Economics and Social Sciences 8, no. 2 (2018): 278–82. http://dx.doi.org/10.5604/01.3001.0012.9961.

Full text
Abstract:
The article focuses on the issue of the possibility of using cyberspace resources in education based on connectiv-ism. The practical application of tools available in cyberspace to implement the flipped teaching method is pre-sented. The games, educational programs and applications containing elements of gamification available in cyber-space are characterized. The issues raised in the article can be an inspiration and information for teachers, en-riching their didactic workshop in the educational process.
APA, Harvard, Vancouver, ISO, and other styles
29

DUBOVYK, Yu. "PEDAGOGICAL CONDITIONS FOR DEEPENING PRESCHOOLERS’ IDEAS ABOUT THE ADULTS’ PROFESSIONAL ACTIVITIES." Pedagogical Sciences, no. 78 (December 29, 2021): 53–56. http://dx.doi.org/10.33989/2524-2474.2021.78.249804.

Full text
Abstract:
The article presents the results of a pilot study of older preschool children’s acquaintance with the adults’ professional activities. It has been found that older preschoolers have a lack of knowledge of sports, art, labor, military, and medical professions. The presence of children’s gender stereotypes in the expression of preferences for a certain profession has been revealed. The study has served as a basis for developing pedagogical conditions for deepening preschoolers’ ideas about the profession, in particular, updating the content of preschool children’s acquaintance with adult work, s
APA, Harvard, Vancouver, ISO, and other styles
30

Smoleń-Wawrzusiszyn, Magdalena. "TOC logical branch as a tool in teaching Polish as a foreign/second/heritage language to children." Acta Universitatis Lodziensis. Kształcenie Polonistyczne Cudzoziemców 26 (December 19, 2019): 259–70. http://dx.doi.org/10.18778/0860-6587.26.18.

Full text
Abstract:
This article is devoted to the presentation of the author`s solutions in adapting one of the TOC thought tools to teaching Polish as a foreign/second/heritage language, specifically to children. TOC tools were primarily developed for the business sector as a tool for diagnosing areas which should be modified or improved. Applied in the sphere of education, the tools turned out to be universal methods of supporting students’ cognitive processes. In the existing research on the possible applications of the TOC methodology, no attention was paid to its use in the field of Polish as a non-native l
APA, Harvard, Vancouver, ISO, and other styles
31

Gąbka, Joanna, and Krzysztof Przybyś. "Analysis of Algorithms for AI Virtual Player in the Production Management Training Platform." Production Engineering Archives 31, no. 1 (2025): 106–15. https://doi.org/10.30657/pea.2025.31.10.

Full text
Abstract:
Abstract The article presents research focused on design, testing and evaluation of the Artificial Intelligence (AI) algorithms dedicated for Virtual Player (VP/bot) embedded in the Production Management Training Platform (TP). The innovative software enables complex teaching process in form of didactic games. The purpose of the study is to eliminate limitations of the prototype VP’s algorithmic structure which was primarily implemented in the Platform. The study comprise measurements aimed at comparing effectiveness and efficiency of the existing solution with the capabilities of the newly de
APA, Harvard, Vancouver, ISO, and other styles
32

Dipper, Götz. "Interactive Interfaces: Installations produced at the ZKM | IMA." Organised Sound 14, no. 3 (2009): 286–98. http://dx.doi.org/10.1017/s1355771809990100.

Full text
Abstract:
This article discusses the installations that have been produced at the ZKM | Institute for Music and Acoustics since 1997. The first part of the article will present common characteristics of these installations. The primary quality the installations share is their orientation towards interactivity. Some installations additionally distinguish themselves through their relationship to (computer) games, for example, while others are characterised by their suitability for use as didactic tools. The second part of the article will describe the installations individually and highlight their unique
APA, Harvard, Vancouver, ISO, and other styles
33

Medeiros, Maria Aparecida de Souza. "Jogos, brincadeiras, gamificação e cultura maker no processo de educação e aprendizagem." Brazilian Journal of Science 1, no. 1 (2022): 23–32. http://dx.doi.org/10.14295/bjs.v1i1.6.

Full text
Abstract:
The current world is constantly undergoing technological innovations and it is quite common to use them as tools in learning due to the countless benefits associated with different areas of human development. The purpose of this article is to carry out a literature review presenting an overview and concepts about games, games, gamification and maker culture in the education and learning process. In this research, it was possible to perceive the important role of educators in the teaching and learning process and in the transmission of knowledge through the adoption of didactic strategies that
APA, Harvard, Vancouver, ISO, and other styles
34

Westera, Wim. "The devil’s advocate: identifying persistent problems in serious game design." International Journal of Serious Games 9, no. 3 (2022): 115–24. http://dx.doi.org/10.17083/ijsg.v9i3.547.

Full text
Abstract:
After a long period of steady growth, games for learning and training (serious games) have become well accepted as productive teaching tools. This article argues, however, that a number of persistent weaknesses in current serious game design practice pose a barrier to harnessing the games´ full educational potential. For serious game designers it is quite a challenge to maintain a subtle and critical balance between gaming elements and didactic elements. Quite commonly counterproductive game preferences are being used that favour player experiences above learning efficacy, thereby neglecting e
APA, Harvard, Vancouver, ISO, and other styles
35

Shyshak, Andriana, Volodymyr Chaika, Iurii Shcherbiak, Maria Gažiová, and Miroslav Tvrdon. "Forming the Ability of Younger Students to Behave Safely on the Internet." Journal of Education Culture and Society 15, no. 1 (2024): 333–47. http://dx.doi.org/10.15503/jecs2024.1.333.347.

Full text
Abstract:
Aim. The aim of the research is to elucidate the essence of the concept of "safe behaviour on the Internet"; and determine the means of developing digital literacy skills among primary school students, as well as the specifics of their usage. The study also involves experimentally investigating the effectiveness of the identified tools in enhancing the level of safe behaviour on the Internet skills among primary education learners. Methods. The research used the following methods: analysis, generalisation, experiment, observation, and statistical methods. Results. The use of thematic stories a
APA, Harvard, Vancouver, ISO, and other styles
36

Campitiello, Lucia, Arianna Marras, Michele Domenico Todino, and Stefano Di Tore. "An Edugame as a Didactic Tool for the Development of Executive Functions." International Journal of Digital Literacy and Digital Competence 13, no. 2 (2022): 1–12. http://dx.doi.org/10.4018/ijdldc.309713.

Full text
Abstract:
The aim of this work is to design an edugame, created at the Laboratory H of the Department of Human, Philosophical, and Educational Sciences of the University of Salerno, as a didactic tool to assess and promote the development of executive functions in children with special educational needs attending primary school. The good functioning of executive functions is assessed through specific tests and is a predictor of the prerequisites necessary for school learning and the development of social skills. The edugame prototype will be composed of several interactive games to allow students to tra
APA, Harvard, Vancouver, ISO, and other styles
37

Hellerstedt, Andreas, and Peter Mozelius. "Game-based Learning for History: Student Perceptions and Preferences." European Conference on Games Based Learning 18, no. 1 (2024): 378–84. http://dx.doi.org/10.34190/ecgbl.18.1.2655.

Full text
Abstract:
With the rapid development of games in the 21st century, the panoply of games on history shows a wide variety. Backstories from most historical eras have been implemented in different game genres and modalities. Furthermore, a growing number of studies have pointed to the didactic potential of historical games as learning tools. This study aims at investigating university students' perceptions of gaming and their game preferences, with a particular focus on history. The research question to answer was: "What types of games do history students play, and how can games, in their view, contribute
APA, Harvard, Vancouver, ISO, and other styles
38

DIAS, Cleverson Danrley Cruz Dias, JÚNIOR Ronaldo Silva SILVA, Vanessa Durans SILVA, Susanne Caldas AZEVEDO, and NETO Manoel Dionizio MORAIS. "USE OF DIGITAL GAMES FOR THE TEACHING OF BIOLOGICAL SCIENCES." Boletim de Conjuntura (BOCA) 14, no. 42 (2023): 125–38. https://doi.org/10.5281/zenodo.8011268.

Full text
Abstract:
Today&#39;s society is in constant transformation, especially with regard to the implementation of digital media that have favored a new way of conceiving information, however, Biology teaching still has numerous characteristics of a traditional education. Reflecting on this issue, the Digital Information and Communication Technologies (TDIC) emerge, which bring an effective contribution to the teaching of Science and Biology, as long as it is used correctly, very positively with the teacher in the construction of knowledge. Digital resources provide greater engagement, in which students are s
APA, Harvard, Vancouver, ISO, and other styles
39

Iaquinta, Tiziana. "The pedagogical concept of laboratory and videogames: learning by having fun." Research on Education and Media 8, no. 1 (2016): 38–43. http://dx.doi.org/10.1515/rem-2016-0005.

Full text
Abstract:
Abstract There are numerous pedagogues who look at new media with interest (Maragliano 2003; Rivoltella 2006;), paying attention also to the world of computer games and, particularly, to the so-called field of edutainment. The educational, cognitive and metacognitive implications of the sophisticated technology devices involved and their characteristics of creativity, socialisation, practicality and engagement, already recognised by experts in the field, qualify these devices to be considered interesting tools for playing and laboratory learning. They should be used to support the traditional
APA, Harvard, Vancouver, ISO, and other styles
40

De Sousa, Benedita Cardoso, Lília Gonçalves Lima Ramos, and Rosana de Andrade Araújo Pinto. "THE DIDACTIC GAME " DIRETO INVERSO”: A TOOL FOR SCIENCE AND MATHEMATICS TEACHING." REVISTA FOCO 17, no. 2 (2024): e4456. http://dx.doi.org/10.54751/revistafoco.v17n2-079.

Full text
Abstract:
Faced with the reality of education in our country, it’s noticeable the need to seek new methodologies, teaching tools and teacher training, as a way to make the educational process efficient and consistent with the expected objectives for the present day. Thereby, this academic work aims to propose the development of a didactic game involving magnitudes and their proportionality relations for the final grades of Elementary School, as a methodological resource that facilitates the teaching and learning process of mathematics and science. The game “Direto Inverso” is a board game with a treasur
APA, Harvard, Vancouver, ISO, and other styles
41

Lourenço, Gabriel Luis Bortolin, Patricia Palmeira Bellon, Bruna Pacheco Pina, Michell Pedruzzi Mendes Araújo, and Viviana Borges Corte. "Desafio das Armadilhas: game as an Environmental Education tool for fauna preservation." Revista Brasileira de Educação Ambiental (RevBEA) 18, no. 7 (2023): 138–60. http://dx.doi.org/10.34024/revbea.2023.v18.15002.

Full text
Abstract:
This article presents Desafio das Armadilhas, a didactic and cooperative card game to popularize science and raise environmental awareness with a thematic “combat hunting”. Methodologically, this is research of pedagogical intervention. The game was developed in partnership with Instituto Pró-Tápir, and approaches educational information about endangered animals, illegal hunting data, animal trafficking and the damages to biodiversity. We describe how this material was produced, its motivation and context. We made the cards available for download and highlighted the use of cooperative games as
APA, Harvard, Vancouver, ISO, and other styles
42

BOIARYNOVA, I. "DIDACTIC TECHNOLOGIES IN THE PROCESS OF FORMING THE MANAGEMENT CULTURE OF TEACHERS IN VOCATIONAL COLLEGES." ТHE SOURCES OF PEDAGOGICAL SKILLS, no. 35 (May 30, 2025): 27–35. https://doi.org/10.33989/2075-146x.2025.35.330954.

Full text
Abstract:
In the article, the author proves that didactic technologies are an integral part of the process of forming the managerial culture of teachers in professional colleges. They contribute to the development of strategic thinking, improving communicative interaction and improving organizational processes in educational institutions. In the context of reforming Ukrainian education, their use is necessary for training competent, flexible and effective teachers capable of managing the modern digitalized educational process. The effectiveness of the process of forming the managerial culture of teacher
APA, Harvard, Vancouver, ISO, and other styles
43

Santiago, Paulo Vitor da Silva, and Baiduri B. "How can "gamification" help in the teaching of arithmetic operations as a didactic tool and digital technology?" Delta-Phi: Jurnal Pendidikan Matematika 1, no. 1 (2023): 34–40. http://dx.doi.org/10.61650/dpjpm.v1i1.39.

Full text
Abstract:
This article is a teaching proposal concerning arithmetic problems of mathematics to help teachers in initial training in mathematics and teaching mathematics in the classroom with the use of Gamification. Thus, the objective of this article is to investigate what contributions didactic engineering and digital technologies using gamification in full-time high school teaching can be helpful with the contents of basic operations. The methodology applied with the games was based and structured on the Didactic Engineering research methodology, being exploratory research of a qualitative nature to
APA, Harvard, Vancouver, ISO, and other styles
44

Zaslavskaya, Olga Yu. "Interactive game as a means of developing extracurricular activities in informatics." RUDN Journal of Informatization in Education 16, no. 2 (2019): 138–48. http://dx.doi.org/10.22363/2312-8631-2019-16-2-138-148.

Full text
Abstract:
Problem and goal. The article describes the processes of development of methods of teaching computer science in the organization of extracurricular activities, which contributes to the effectiveness of teaching computer science through the use of games and game forms of organization of extracurricular activities. The aim was to identify the features of the development of an interactive computer game, which is characterized in that it combines all the topics of the course of computer science grades 5-8 and allows to use the tools of an interactive whiteboard, combining them into a single system
APA, Harvard, Vancouver, ISO, and other styles
45

Silva, Yuri Rafael De Oliveira, Armando Maciel Toda, and Luciana Pereira Xavier. "TEACHING BIOCHEMISTRY USING EDUCATIONAL GAMES AND GAMIFICATION STRATEGIES." Revista de Ensino de Bioquímica 14 (November 20, 2016): 7. http://dx.doi.org/10.16923/reb.v14i2.660.

Full text
Abstract:
INTRODUCTION: Biotechnology is a new bachelor degree in UFPA, and has been stablished with excellency in the state of Pará. However, there is the need to promote comprehension and learning in Biochemistry, as well as interdisciplinarity, that is an essential part of biotechnology. OBJECTIVES: To increase learning and interdisciplinarity, educational games were used as tools. The students were instigated to develop educational games in different topics of energy metabolism. MATERIALS AND METHODS: The games were developed to be used in any teaching environment, since they were made with low-cost
APA, Harvard, Vancouver, ISO, and other styles
46

Abdykerimova, E. A., and G. A. Kaliyeva. "ANALYSIS OF THE POSSIBILITIES OF USING GAMIFICATION TOOLS IN THE EDUCATION SYSTEM." Yessenov Science Journal 48, no. 3 (2024): 39–52. http://dx.doi.org/10.56525/nyvl8470.

Full text
Abstract:
In the modern information educational environment, there is a growing interest in the use of computer games to improve the quality of education, which determines the relevance of the proposed study for the analysis of software with the possibility of gamification of the educational process in the context of the requirements of the state, society and education. The research methodology is the study of information sources of psychological, pedagogical, methodological and technical orientation, the analysis of computer educational games of foreign and domestic authors. The article considers the n
APA, Harvard, Vancouver, ISO, and other styles
47

ZAITSEVA, Yu, I. TARANENKO, and Ye SHOSTAK. "THE MODEL OF FORMATION OF MORAL AND VOCATIONAL QUALITIES OF PUPILS USING SPORTS GAMES." Pedagogical Sciences, no. 80 (December 29, 2022): 37–41. http://dx.doi.org/10.33989/2524-2474.2022.80.278189.

Full text
Abstract:
In this article the model of formation of moral and volitional qualities of pupils using sports games and the complex of pedagogical conditions were theoretically substantiated (stimulating of the volitional qualities of young volleyball players by complicating the conditions of the educational and training process;increase in emotionality of educational and training process;interaction of subjects of activity that are part of the pedagogical system «pupil – coach – sports team»), which is based on a system and activity approach. The general didactic principles of learning and the principles o
APA, Harvard, Vancouver, ISO, and other styles
48

Cedeño Sabando, Kerli Ximena, Lorenza Inés Véliz Briones, Robin Querubín Demera Bonet, Mercedes Asteria Pisfil Mera, Mercedes del Rocío Alcívar Macías, and Karen Yasmín Rivas Sabando. "Vídeo-juegos como recurso didáctico para mejorar el aprendizaje de la tabla periódica." Revista Cognosis 7, no. 3 (2022): 01–12. http://dx.doi.org/10.33936/cognosis.v7i3.3274.

Full text
Abstract:
El propósito de esta investigación es emplear los video-juegos como herramienta didáctica, para mejorar aprendizaje de la tabla periódica, de 42 jóvenes del primer año de Bachillerato, paralelo C de la Unidad Educativa Fiscal Portoviejo, considerando que en la sociedad actual, los videojuegos se muestran como recursos mediadores de integración de distintos colectivos, como actividades de entretenimiento que forjan lazos familiares en ocasiones inexistentes, en muchas ocasiones como trampolines para la autoestima, en pocas ocasiones como material educativo para la enseñanza de valores, y última
APA, Harvard, Vancouver, ISO, and other styles
49

Farias Feijó Belinasso, Giovanna, Luiz Fernando Guesser,, Ellen Casanova Nunes, and Janaína Nones Silveira. "Desenvolvimento de jogos didáticos para o aprimoramento do raciocínio lógico e matemático voltado a construção de projetos arquitetônicos." Scientia cum Industria 9, no. 2 (2021): 41–46. http://dx.doi.org/10.18226/23185279.v9iss2p41.

Full text
Abstract:
The teaching of mathematics linked to logic and reasoning is a great challenge for students of architecture and urbanism because, although relevant and required for an professional training appropriate, many students to show hardship or unmotivated in their subjects. In order to develop a better learning strategy, this job offer to show a project development a new teaching methodology and use of a didactic game able to do logical inquiry and mathematical reasoning to turned at the application of architectural projects. For this to happen. A quiz was started applied in students class about logi
APA, Harvard, Vancouver, ISO, and other styles
50

Sinar, T. Silvana, T. Thyrhaya Zein, Balazs Huszka, Muhammad Yusuf, Puan Maharani, and Dedi Sanjaya. "Learning English Literacy through Video Games: A Multimodal Perspective." Journal of Curriculum and Teaching 13, no. 1 (2024): 102. http://dx.doi.org/10.5430/jct.v13n1p102.

Full text
Abstract:
Multimodal analysis in learning English literacy is meant to be an eye-opener for future research related to video games as didactic tools as they are comparatively less studied, although there has been rapid growth in the multimedia industry in the past decades. The data in the present study were taken from three different video game genres: Role Playing Game (RPG), Multiplayer Online Battle Arena (MOBA), and FPS (First Person Shooter), with two different titles for each genre. The data examined in this study were elements of composition and ten student game players. The compositional feature
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!