Title Kompiuterinių žaidimų taikymas pradiniame ugdyme /
Translation of Title Use of computer games in primary education.
Authors Sereikaitė, Inesa
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Pages 88
Keywords [eng] educational game ; serious game ; game-based learning ; information technology.
Abstract [eng] Nowadays there are happening constant changes in all areas of life. The amounts of data are increasing, the knowledge is quickly aging. Consequently, it's not enough to simply transmit the knowledge for learners. Pupils need to acquire practical skills to be able to work with the information, find it, sort out, understand, use and apply. In order to accomplish this, traditional teaching methods and tools aren't enough, new learning environments and ways are necessary. The information technology (IT) opens wide range of possibilities. Today, almost everyone has a computer at home, and IT is getting used in every life situation and everyday activities. Especially children enjoy using IT. This is very acceptable for children, because it causes positive emotions as children can have fun ‒ play computer games. Computer games can be used for learning. By wishing to increase the efficiency of the teaching process, pupils' interest in the learning material and provide skills to work with obtained information, teachers should draw their attention at new means of teaching. Computer programs ‒ games could become them. One type of useful computer programs in lessons are learning (educational) games, which are often attributed to the serious games group. Computer games are supporting a model of education, which teaches children to solve complicated tasks, obtain complex skills through the form of the game. It can also be used to improve understanding, attention and cognitive abilities. Serious games are individualizing the learning, check the knowledge, improving children's practical skills in hypothetical situations without negative consequences. However, computer games are getting used in the classrooms very rarely, because there aren't enough quality educational games, accessible content suitable for teaching various subjects. Although the use of IT isn't mandatory in primary classes, in the programs of primary education, it's recommended to use the educational software and games, in order to engage and motivate pupils. According to the results of conducted studies, the majority of Lithuanian teachers are more likely to employ traditional methods of teaching rather than innovative pedagogical methods, for example, a game-based learning. The aim of this study is to research the use of the game-based learning and computers games' effect on primary school students, also, in order to improve the teaching process, create one subject's computer games system and examine it's efficiency in the educational process. In order to solve the discussed problem in Master's thesis, there has been designed a system of world's in-sight games. It has an integrated automatic evaluation and motivational badges. The system consists out of 5 educational games made for teaching the fourth grade students and for their own independent learning. There has been evaluated every system's educational game's efficiency in the educational process and the user experience. The researches were conducted in the computer class, pupils had to take a test to assess their knowledge before the game and after playing the game. The results of the experiment have revealed that all the games in the system helped pupils to increase their knowledge and receive higher results in the test. The most efficient was the Solar system's game. After 30 minutes of playing this educational game, students' test results average has increased by 2,91 points(14,55 %). The least efficient was Lithuania's history and ES game. After comparing the average of test results before and after playing the educational game, the average of students' results have increased only by 1,09 points (5,45 %). Students' user experience questionnaire results have shown that the electric circuits' (1,750), the recycling's (1,773) and the Solar system's (1,727) games have created the best user experience. Although the Lithuania's history game had the worst pragmatic quality, pupils have considered this game as the most interesting. It's necessary to improve the animals and Lithuania's history games. The animals game needs more elements of the entertainment and less educational content. However, more learning materials should be added into the Lithuania's history and ES game.
Dissertation Institution Kauno technologijos universitetas.
Type Master thesis
Language Lithuanian
Publication date 2019