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EN
The computer today allows for the creation of a new space in which players can make journeys full of action and adventures. The computer as a multimedia environment has been used in didactics for a long time. Teachers have been using multimedia during lessons in order to help students acquire knowledge faster. Computer games, however, are usually put aside and treated by teachers only as a source of entertainment. It does not have to be like that. If we use the potential of the most popular means of entertainment among learners, studying may become an adventure, like their favourite computer game. Before this happens, though, we need to find a suitable product and check to what extent the aims of the game defined by the producer agree with the aims of fixed detailed didactics and if this specific product may be treated as a teaching element.
EN
The article presents a management game with teams of players managing the activity of a non-life insurance company. Companies compete on the same market, therefore a strategy implemented by a single insurer influences the overall market situation, i.e. all other insurers. Companies operate in a given macroeconomic environment, modeling of which is also within the scope of the article. Theoretical game model underlies implementation of insurance management game. The described issues are treated as core, based on which the game can be developed by incorporating elements like adverse selection, catastrophic events, distribution channels, hedging instruments.
EN
WHY DO STUDENTS NOT PLAY COMPUTER GAMES? EXEMPLIFICATION OF USING COMPUTER GAMES IN TEACHING PROJECT MANAGEMENT TO ADULTS
EN
Games and play activities have an important role in foreign language teaching. According to the concepts of Waldorf pedagogy, children learn two foreign languages from the first class of primary school. The teaching process is based on playing, listening and repeating words and imitating gestures. The children learn nursery rhymes, counting-rhymes and songs. Vision, hearing, touch and movement are involved during lessons. With older children language games, word games and crosswords help to assimilate a foreign language. In this article are presented the games and play activities which were introduced into German language lessons at the Waldorf primary school in Pisek (Czech Republic). The author spent three months in this school as a German teacher's assistant (Socrates-Comenius Programme participant).
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Dydaktyczne aspekty projektowania gier

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EN
The aim of this article is to present the idea of instructional design in the context of educational games creation. The presented model contains three main phases (goal, construction and evaluation), eight detailed stages (goal orientation, teaching analysis, recipients’ characteristics analysis, operationalization, selecting mechanics, developing resources, implementation-control, validation) and master monitoring process. Discussing various stages and conditions of the designing process will allow game developers to use the potential inherent in the play to achieve intended and not random outcomes.
6
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Teatralne gry fabularne (LARP-y) w nauczaniu szkolnym

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Homo Ludens
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2009
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issue 1
177-189
EN
The research project 'Live Action Role Playing Games in School Education', its pilot study beginning in November 2009, is designed to test the effectiveness of LARPs in teaching History and Polish Literature at high-school level. Taking into account previous research on educational drama, as well as the characteristics of LARP as entertainment, we shall assume that LARP can be a highly effective teaching tool. By means of controlled experiments in schools, this hypothesis will be subjected to empirical testing.
EN
Recognizing the increasing role of smartphones in the dissemination of educational content, as well as the lack of games that promote knowledge about Poland and Polish culture among foreigners, the authors have decided to prepare an innovative multimedia application for language teaching. Thanks to the game presented in the article, individuals who study Polish will have an opportunity for development outside classes. Gradation of questions in terms of language and content difficulty will allow the game to be adapted to the player’s personal skills and preferences.
Homo Ludens
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2009
|
issue 1
75-84
EN
(Polish title: Interdyscyplinarne nauczanie z zastosowaniem narzedzi technologii informacyjnej. Edukacyjne gry i programy on-line w nauczaniu jezyka obcego osob doroslych - elementy neuropsychologii). The article presents the author's idea for interdisciplinary teaching of English as a foreign language (with the use of Information Technology tools) introducing educational games and on-line programmes. The process is mainly understood here as the ability to introduce computers, educational multimedia and hypermedia with the option of sending data to students' mailboxes. It is based on ESL teaching and learning with the introduction of various elements of neuropsychology to adult students.
EN
In this text I present rudimentary information about; the origins of using simulation games in teaching adults, the Polish simulation games market and the basic conditions under which a successful social skills training workshop for adults with games could be conducted. My work is based on the game definition by Clark Abt and Anna Brzezinska's description of the ways in which a group of adults may learn. The paper also contains a depiction of a sample game which shows a practical application of the idea of simulation games for adults in the game MaxCom.
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EN
The report presents the results of the work on constructing an educational Browser Based Massive Multiplayer Online Game. The first part of the text presents the actions taken so far, the other part presents the academic premises which influenced the creation of the project and the theoretical assumptions, together with selected features of the game being constructed.
12
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EN
The setting of the 'Dzikie Pola' ('Wild Plains') RPG is based on the Polish-Lithuanian Commonwealth of the 17th century. With thorough descriptions of the geography, law and politics, as well as the Sarmatian culture and mentality, 'Dzikie Pola' creates a multifaceted image of an aristocratic state and society, revealing its uniqueness and significance for Polish cultural identity. What is, then, the Sarmatian legacy seen through the lens of the 'Dzikie Pola' RPG? Four aspects will be discussed in an analysis of the handbooks for the two editions (1997 and 2005/2008). Firstly, the Sarmatian-aristocrat stereotype and its variations. Secondly, the ideals, values and norms shown as typical of an aristocratic society. Thirdly, the image of the Polish-Lithuanian Commonwealth as a political, economic and military power. Finally, it shall be noted how the handbook for the second edition reaches beyond the game itself, encouraging players to further research the Sarmatian tradition and incorporate its elements into their real lives.
Homo Ludens
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2009
|
issue 1
41-49
EN
The author presents an innovative concept for teaching history to children aged 1-4 in a way adapted for children and in a friendly form. The concept explains to children events and processes that took place in the past and which were crucial for the development of human civilisation. Such a presentation of history to children creates a background to the further process of collecting information at school and allows children to become fascinated by history before they are forced to learn it.
EN
The article presents methodological ideas for the use of theatrical and narrative role-playing games in teaching the humanities - especially selected syllabus contents of Polish literature in secondary school. The illustrated contents are references to LARP entitled 'The Ball at Senator Vasylev's' referring to selected scenes from the 3rd part of 'Dziady' by Adam Mickiewicz.
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