scholarly journals Implementation of Digital Games in the Teaching Process

2021 ◽  
Vol 6 (4(17)) ◽  
pp. 325-334
Author(s):  
Filduza Prušević-Sadović

We live in a time of intense social change. Technology is advancing every day and is leading to new ways of solving problems, ways of working, as well as the way of coming to knowledge. Digital games as part of modern technology, in addition to being fun, offer the possibility of a different learning concept. Playing digital games, if properly implemented in the teaching process, can have multiple positive effects. If we want to see the teaching of the future, we cannot do that by looking at the teaching of what it is now. We have to watch the children during they play video games. We will see that they are engaged, excited, active as they learn by crossing one level of the game after another. The digital environment has led to the phenomenon that today's children adopt information in a different way than their parents did. Instead of receiving information passively from beginning to end, which was made possible by previous learning technologies such as books, printed materials, television shows, today's children are in an interactive relationship with learning technologies. The application of digital games in teaching enables the encouragement of creativity in children, which is in contrast to the current way of working in schools in which students are mostly offered ready-made solutions. Learning through play is a controlled process of the personal activity of students through which solutions are found and answers to certain questions. The aim of this paper is to point out the influence of digital games on the effects of learning, on the motivation of students, as well as the ways in which they can be implemented in the teaching process. In this way, students' everyday experience in playing digital games, acquired outside of school, could be used for the purpose of transferring and acquiring new knowledge.

2011 ◽  
Vol 1 (3) ◽  
pp. 1-15 ◽  
Author(s):  
Wolfgang Bösche ◽  
Florian Kattner

Digital games and their power as a tool for acquiring knowledge, training skills and changing behavior are – for some laymen – associated with rather negative concepts, and are thought to pose a general health risk. This paper shortly reviews and evaluates the scientific evidence for both positive and negative outcomes. It describes how particularly the negative effects are portrayed by the mass media and perceived by the general public and educators (especially in Germany). The conclusion is that negative effects such as addiction or personality changes towards aggression have been exaggerated in size, and that the positive effects and outcomes like their use as educational tools are at risk of being widely ignored. Additionally, the paper reports upon observations in a university lecture on the effects of violent digital games in which students could engage in a positive, healthy and enjoyable experience of learning with digital games.


2020 ◽  
pp. 1-12
Author(s):  
Rong Wu ◽  
Jian Xu ◽  
Ping Qian

Based on the existing literature review and background analysis, the article first expounds the theoretical basis, realistic basis, main principles and links of the situational inquiry method applied to the research teaching of ideological and political courses, and combines teaching practice Interviews and investigations conducted an in-depth analysis of the current situation of the application of situational inquiry methods in the research teaching of ideological and political courses. Through inquiry analysis, it summarizes a series of positive effects of the situational inquiry method in the research teaching of ideological and political courses, such as enriching the teaching methods and enhancing the fun of the classroom; improving the effectiveness of classroom teaching and enhancing the comprehensive quality of students; promoting the professionalism of teachers Development, teachers’ teaching literacy. At the same time, it also found some problems to be solved urgently, such as insufficient participation of teachers, insufficient enthusiasm of students, chaotic and disorderly classroom teaching process caused by random arrangement, and difficulty in application caused by the limitations of situational inquiry method itself. Secondly, based on the analysis of the existing problems, it is proposed to strengthen the continuing education of teachers and promote teachers ’"one specialty and multiple abilities"; create a good atmosphere and improve students’ classroom participation; optimize the teaching process and generate charming classrooms; adhere to appropriate use and other teaching The combination of optimization methods such as the combination of methods is aimed at further optimizing the effective use of situational inquiry methods in the research teaching of ideological and political courses, and further improving the effectiveness of classroom teaching.


Author(s):  
Aleksandra Milanović ◽  
Biljana Novković Cveković

The usage of ICT in the teaching process was a recommendation and an opportunity to innovate and actualize it until only a few months ago. The inevitable change caused by the unexpected circumstances triggered by Covid-19 brought all teachers into a situation where there was no room for consideration and no option to avoid the use of modern technology for learning and teaching purposes. Taking into account current situation that indicates the need for integration ICT into the teaching process, the aim of this paper was to analyze the relevant research, to point out the inevitability of providing additional support to teachers for the use of ICT in teaching. Accordingly, the research objectives was: pedagogical significance and contribution of ICT integration in the teaching process, the importance of the role of teachers in the process of ICT integration in teaching, as well as potential obstacles and difficulties that teachers may face in using ICT in teaching process. The obtained results can contribute to a more comprehensive view of the problems that teachers could face in the implementation of ICT in teaching, which would allow the determination of directions that would affect changes in their opinion related to acceptance and promotion of learning in ICT environment, as well as advantages to innovate teaching process by using ICT in teaching.


2019 ◽  
pp. 5-26 ◽  
Author(s):  
Anastasiia V. Tokarieva ◽  
Nataliia P. Volkova ◽  
Inesa V. Harkusha ◽  
Vladimir N. Soloviev

Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.


2020 ◽  
Vol 7 (4) ◽  
pp. 18-23
Author(s):  
Abdulrahman M. Alshabeb ◽  
Omran Alharbi ◽  
Riam K. Almaqrn ◽  
Haifa Abdullah Albazie

Theoretical framework models are widely employed by researchers because these models are able to provide an in-depth understanding of the phenomena under investigation. The models most commonly adopted by researchers in the field of e-learning are the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT). This paper presents a review of studies that have included the UTAUT framework as a guideline for the research. More specifically, this paper concentrates on research that has been conducted in Saudi Arabia. The results of this review indicate that according to the review and an analysis of previous studies, facilitating conditions, performance expectancy and effort expectancy have positive effects on users’ intentions to integrate and adopt E-Learning technologies. Finally, this paper presents and highlights area for future work.


2016 ◽  
Vol 6 (1) ◽  
pp. 81 ◽  
Author(s):  
Ceren Tunaboylu ◽  
Ergül Demir

The aim of this study is to investigate the effect of using the interactive whiteboard in mathematics teaching process on the 7th-grade students’ achievement. This study was conducted as experimental design. Experimental and control groups were composed of 58 7th-grade students from one school in the 2015-2016 educational year in Ankara. As a measurement tool, an achievement test developed by the researchers was used as the pre-test and post-test. An education program which included the activities with the interactive whiteboard was developed by researchers. And, this program was implemented to the experimental group 12 hours over 3 weeks. On the other hand, activities for the control group were limited to the blackboard usage. In the analysis of the data, “analysis of covariance (ANCOVA)” was used by defining the pre-test scores as “covariate” variable.According to the findings, it was observed that there was a significant difference between experimental and control groups pre-test average scores. When the difference of pre-test scores under control, it was observed the significant difference between the average post-test scores in favor of the experimental group. These findings show that using the interactive whiteboard in mathematics teaching process has positive effects on the students’ mathematical achievement. These results are supported by some other researchers’ findings.


Author(s):  
Franca Tommasi ◽  
Philippe J. Thomas ◽  
Giovanni Pagano ◽  
Genevieve A. Perono ◽  
Rahime Oral ◽  
...  

Abstract Rare earth elements (REEs) are key constituents of modern technology and play important roles in various chemical and industrial applications. They also are increasingly used in agricultural and zootechnical applications, such as fertilizers and feed additives. Early applications of REEs in agriculture have originated in China over the past several decades with the objective of increasing crop productivity and improving livestock yield (e.g., egg production or piglet growth). Outside China, REE agricultural or zootechnical uses are not currently practiced. A number of peer-reviewed manuscripts have evaluated the adverse and the positive effects of some light REEs (lanthanum and cerium salts) or REE mixtures both in plant growth and in livestock yield. This information was never systematically evaluated from the growing body of scientific literature. The present review was designed to evaluate the available evidence for adverse and/or positive effects of REE exposures in plant and animal biota and the cellular/molecular evidence for the REE-associated effects. The overall information points to shifts from toxic to favorable effects in plant systems at lower REE concentrations (possibly suggesting hormesis). The available evidence for REE use as feed additives may suggest positive outcomes at certain doses but requires further investigations before extending this use for zootechnical purposes.


2020 ◽  
Vol 6 (3) ◽  
pp. 27-32
Author(s):  
Artur S. Ter-Levonian ◽  
Konstantin A. Koshechkin

Introduction: Nowadays an increase in the amount of information creates the need to replace and update data processing technologies. One of the tasks of clinical pharmacology is to create the right combination of drugs for the treatment of a particular disease. It takes months and even years to create a treatment regimen. Using machine learning (in silico) allows predicting how to get the right combination of drugs and skip the experimental steps in a study that take a lot of time and financial expenses. Gradual preparation is needed for the Deep Learning of Drug Synergy, starting from creating a base of drugs, their characteristics and ways of interacting. Aim: Our review aims to draw attention to the prospect of the introduction of Deep Learning technology to predict possible combinations of drugs for the treatment of various diseases. Materials and methods: Literary review of articles based on the PUBMED project and related bibliographic resources over the past 5 years (2015–2019). Results and discussion: In the analyzed articles, Machine or Deep Learning completed the assigned tasks. It was able to determine the most appropriate combinations for the treatment of certain diseases, select the necessary regimen and doses. In addition, using this technology, new combinations have been identified that may be further involved in preclinical studies. Conclusions: From the analysis of the articles, we obtained evidence of the positive effects of Deep Learning to select “key” combinations for further stages of preclinical research.


2008 ◽  
Vol 5 (2) ◽  
pp. 7-14
Author(s):  
Renata Bilbokaitė

Background There are lot of books that teachers use in teaching process, but books are still unable to represent difficult view and to enclose 3D features of object. To reduce this lack of information proceeding there can be used computer visualisation in the classrooms. Computer technologies can be essential tools for scientific teachers because of the extensive possibilities to show 3D representations. The teachers do not feel competent in knowledge of modern technology that is why they rarely use them in teaching process-es. Clear computer based visualization helps students to understand difficult concepts and this leads to comprehension in science education. The more concepts and laws of nature they will now the more quali-tative scientific education will be. The article is grounded on visual thinking and genetic structural model of intellect theories. According to these theories all things, if it is possible, should be visualised, because later it helps to create right mental models and perfect comprehension of objects. This research pretends to enclose computer based visualization tools and the mostly visualised objects in chemistry for the reason teachers could use them in chemistry lessons. The subject of research – the practice of possibilities of computer based visualization tools and objects in chemistry Aim – to enclose practice of possibilities of computer based visualization tools and objects in chemistry The research tasks: • To categorize tools of computer based visualization; • To analyze the practice of possibilities of categorized computer based visualization tools teach-ing chemistry; • To analyze - which objects are the mostly visualized teaching chemistry Methods. Scientific literature analysis, systemic structural analysis, reflection Results and conclusion: • All computer based visualization tools are important because of clear visualization and possibil-ity to see very small objects. • Computer programs are designed for concrete theme; it may be proportion to plans of chem-istry education. They are interactive; there are possibilities to subscribe them by internet. It must be installed to the personal computer. Internet programs are significant because of possibility to use them free having internet and installing needful software. Mostly all programs are verbal-ized in English language; this circumstances the good chemistry teachers’ knowledge of Eng-lish language. Pupils can use them independently for self – education, to deepen general knowledge of chemistry. • Molecules and their structures are the most visualized objects in chemistry education; it means that molecules are one of the most difficultly perceivable concepts. It is recommended to use visualization tools teaching about molecules. Key words: computer based visualization, visualization tools, visualization objects, teaching chemistry


2018 ◽  
Vol 16 (1) ◽  
pp. 211
Author(s):  
Olivera Krstić ◽  
Milovan Stamatovic

The development of sports medicine and rehabilitation with the great involvement of techniques and modern technology have increased the needs and possibilities for quick diagnosis and more adequate treatment. Regular companions of sports activities are sport injuries of various parts of the body, depending on the type and conditions in which sport activity is performed. In this paper, we analyzed knee injuries because they are the most dominant. The knee, which is the largest, the most complex and the most stressed joint, is most exposed to injuries. We analyzed 124 respondents who were treated in the Ribarska Banja, by physical and balneological treatment, during the period 2005-2006. Anamnestic data, as the most common cause of injury, include insufficient training, insufficient physical preparedness, rough start of an opponent or uneven terrain. The knee joint is the most commonly injured region in athletes, and because of the complexity of the joint itself, these injuries are very complicated. Balneal treatment showed positive effects on healing and accelerated return to the field. Balneo Climatic Treatment is always accompanied with certain methods of physical therapy and rehabilitation, and all of them together can accelerate healing. The successful return to the field depends on the applied therapeutic methods and on an early beginning  of therapeutic treatment.


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