National Repository of Grey Literature 10 records found  Search took 0.01 seconds. 
Educational board game about Terrain vague
Balcaříková, Ivana ; Strouhal, Jonáš (referee) ; Skála, Jiří (advisor)
This diploma thesis is concerned with the mediation of feelings, moods, functions, and movements of varied actors in the environment of terrain vague — wastegrounds. I am trying to hand over this experience with the help of a tabletop game (TTRPG), in which the player has the opportunity to wander around different types of landscapes such as abandoned playgrounds, old factories, allotments, or unfunctional kid´s camps. This is a working prototype of a board game, which is at this moment concerned mainly with the character of a child. Terrain vague presents the dark side of cities, different from the common social structures, without the supervision of authority and full of new potential for change and in our case mainly for the game. The nature of this character sets itself a task to thematize terrain vague as a place created for adventure, the game as well as a key element in creating the autonomy and independence for children.
Game for Teaching Very Basic Programming
Rončka, Martin ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. This is followed by a design and implementation of visual programming interface in Unity3d and later integration of this interface into a simple game supporting the foundings from the first part of the thesis. This thesis is then being evaluated from the technical and user perspective with the goal to analyze the effectiveness of both the visual programming interface and the game as a tool to introduce programming to non-coders.
Příprava šablon interaktivních herních aktivit pro ověřování znalostí
Suniaikin, Kiryl
This thesis explores the design and implementation of interactive game templates aimed at enhancing knowledge verification processes. In an era marked by technological advancements, the integration of game-based elements in educational platforms is becoming increasingly pertinent. This study assesses existing platforms, identifying the need for improvements in user engagement and learning efficacy through gamification. It proposes a suite of interactive templates leveraging game-based learning and gamification principles. The research employs a qualitative methodology, including case studies of current applications and the development of a prototype. The findings suggest that the designed templates effectively engage users and provide a more interactive learning experience compared to traditional methods. The study concludes with recommendations for further research and potential applications in educational settings.
Use of the game Minecraft in teaching chemistry
Mrvová, Marie ; Míka, Luděk (advisor) ; Martínek, Václav (referee)
The aim of the bachelor thesis is to introduce the digital game Minecraft Education as a didactic tool in teaching chemistry. The theoretical part deals with the issue of integrating digital games into education, especially into science education. It defines the concepts and presents the advantages and disadvantages that are associated with the implementation of digital games in teaching. The history of the development of digital games and the digitalisation of education in our country is also briefly mapped. In the practical part, the game Minecraft Education is introduced. The tools and features that enable its use in chemistry classes are described. Its educational potential is explored and the problems associated with its integration into the classroom are outlined. Keywords digital game, video game, computer game, education, game-based learning, chemistry teaching, Minecraft Education
Escape Room as a Teaching Method in Czech Language and Literature at Upper Elementary Education
Saňáková, Petra ; Komberec, Filip (advisor) ; Klinka, Tomáš (referee)
The thesis focuses on the usage of escape rooms in education. It is divided into two parts: theoretical and practical. The theoretical part defines active learning and games, specifically educational games. Furthermore, this section explores the usage of game-based learning and escape rooms in education. The aim of the thesis was to design and describe lesson plans based on escape rooms and implement them in the Czech language and literature classes at upper elementary school level. These lesson plans were evaluated by both the teacher and the students, and recommendations for further improvements were formulated. The goal was achieved through action research where eight lesson plans of educational escape rooms were introduced. Sources of inspiration, game elements, various tasks and Czech language and literature content which can be used in escape rooms are also included, as well as feedback received from the students. KEYWORDS active learning, escape rooms, game-based learning, reading literacy
Interdisciplinary relationships at the level of the planned curriculum (mathematical camp for elementary school).
TETOUROVÁ, Barbora
The diploma thesis deals with interdisciplinary teaching and learning approaches at the level of a planned curriculum. The theoretical part is devoted to the issues of interdisciplinary teaching and learning approaches, description of school-age children and game-based learning. It includes the concepts of integration in teaching, numeracy, instructor, learning, motivation and game-based learning. There is also mentioned the Framework Educational Program for Primary Education, key competencies and its selected educational areas. The practical part contains a set of activities that integrate interdisciplinary teaching and learning. For each activity there is a description of its realization from the point of view of the author of the diploma thesis.
Use of computer simulations in medical education
Hübnerová, Iveta ; Šisler, Vít (advisor) ; Slussareff, Michaela (referee)
The diploma thesis deals with the method of using computer simulations in education, with a focus on medicine. It also presents possible usage of computer simulations in other fields. The thesis presents possible usage of computer simulation to support the education, analyses of effective approaches and possible barriers that may arise during the implementation. Practical research is based on qualitative analysis of current situation of using simulations at medical faculties in the Czech republic. Powered by TCPDF (www.tcpdf.org)
Gramification and its practical applications through the use of tablets in the context of school education
Manas, Adele ; Wolák, Radim (advisor) ; Švelch, Jaroslav (referee)
This thesis examines the use of gamification principles in education, specifically where tablets are being used in the classroom. Individual chapters deal with explaining the concepts related to gamification, educational games and the specifics of implementing tablets into education. Their specific usage was examined through conversations with the teachers and students of Year 2 of a primary school, with the results being recorded in the research section. Research questions examined the theoretical concepts introduced in the first part of the thesis and centred around the theme of education via tablets. The types of tablet applications used were also investigated. When possible this thesis compares the views of teachers and students on the areas examined.
The use of new media in formal education: A case study of design of the historical simulation
Lekovski, Michael ; Šisler, Vít (advisor) ; Šlerka, Josef (referee)
Thesis was developed as a model specification for a design of historical simulation applied in formal education. The text is divided into two main parts: The theoretical part summarizes findings about the role of new media in e-learning and its potential enrichment for gamification elements. Also mentions computer game as a research subject and points to the game mechanics that can be used in formal education to a successful application DGBL - Digital Game-Based Learning in this process. Practical part presents case study of a model specification that is based on the real project: 'Stories from the History of Czechoslovakia: Research and experimental development of software simulations to teach the history of the Czech lands in the 20th Century", solved by Faculty of Arts and Facility of Mathematics and Physics of Charles University and Institute of Contemporary History of Academy of Sciences of Czech Republic in Prague in 2011- 2014. In this section are addressed by specific examples of model applications of gamification elements with a view to achieving the educational goals of teaching simulation.
Game for Teaching Very Basic Programming
Rončka, Martin ; Beran, Vítězslav (referee) ; Herout, Adam (advisor)
The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. This is followed by a design and implementation of visual programming interface in Unity3d and later integration of this interface into a simple game supporting the foundings from the first part of the thesis. This thesis is then being evaluated from the technical and user perspective with the goal to analyze the effectiveness of both the visual programming interface and the game as a tool to introduce programming to non-coders.

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