National Repository of Grey Literature 3 records found  Search took 0.00 seconds. 
Using minirobot Ozobot with tablet for computational thinking development
ŠAFÁŘOVÁ, Denisa
This thesis is devoted to teaching algorithmization at primary school with the help of Minirobot Ozobot. The thesis deals with the creating a set of excercises for Ozobot on a tablet with focus on the development of algorithmization. The excercises are intended for a tablet or a computer with a tilting monitor. Some of the excercises can also be used on paper. The introductory part deals with the goals and methods of work including difficulties and problems in creating excercises. The theoretical part deals with robotics in computer science lessons, including programming, algorithms and computational thinking. This section contains a description of the Ozobot. It also contains the advantages and disadvantages of excercises for Ozobot on a tablet and research of available applications for the creation of excercises pads for Ozobot. Last but not least, there is a brief guide to the ArtFlow application. The practical part consists of a set of excercises which are divided into five chapters. They are divided according to what they deal with. Each excercise contains an assignment, preview, goal and methodological notes. The diploma thesis contains an appendix with worksheets which contain moreover the solution and topic.
Conics around us
ŠAFÁŘOVÁ, Denisa
This Bachelor's thesis is focused on curves around us. Primarily emphasizes conics and their presence in the real world. They can appear for example in architecture, engineering or nature. Individual conics and their properties are defined in the first part. There are also definitions of chosen algebraic curves. The text is interleaved by pictures made in GeoGebra. The second part is based on identification of conics and chosen curves on photographs using GeoGebra. The theoretical knowledge like algebraic proof that it is a given conic is used for some photographs.
Virtual Reality and its Educational Implementations
ŠAFÁŘOVÁ, Denisa
In the first parts of my work I will try to give comprehensive information about genres of computer games (their distribution and characteristics) with a hint of their history. I would also like to think about the usefulness of games in the classroom , over the pros and cons and impact on the psyche of players. The great potential of new media is also education of students to be able to search information independently. In the next section, I want to compare the virtual world with other forms of art such as film or fictional world of the novel. Finally, the end of my work should be practical outcome. This section should include research on young people, how much time they spend on computers and how they use this time and also survey in the schools. Next part icludes how are computers used in lessons and how computer science is taught.

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