DIGITAL LIBRARY
THE COMPUTER SIMULATION OF A SERIOUS GAME AS AN EFFICACIOUS STRATEGY IN GAMIFICATION OF EDUCATIONAL PROCESS – CASE STUDY
Univerzity of Hradec Kralove (CZECH REPUBLIC)
About this paper:
Appears in: ICERI2016 Proceedings
Publication year: 2016
Pages: 2845-2850
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.1613
Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain
Abstract:
The pupils and students are digital natives nowadays. The teachers have to reflect this fact and they have to be able to implement digital technologies into learning process. The gamification is one of the approaches of implementation digital technologies into learning. The computer simulations can be understand as serious games of the real world and can be used as tools for implementation gamification into educational process. The principles of gamification and computer simulation as educational methods should be implemented to training of prospective teachers at universities. Every prospective teacher of informatics should be able not only apply serious games into teaching but also design and create simple serious games. The paper describes both the principles of implementation gamification and computer simulation to teaching of informatics as well as the case study of student’s final project – design and programming of serious game in form of computer simulation of a simple permutation brainteaser in programming language SCRATCH. The case study represents an example of computer simulation game that was designed and created by prospective teacher of informatics within their final project. The game has complied with the principles of implementation serious games to teaching at primary and secondary schools and strengthens computational and interdisciplinary learning in primary education, develops pupil’s algorithmic thinking and motivates pupils to discover the methods of solution of permutation brainteaser. The paper presents the criteria for evaluation of student’s final projects as well. The results of pilot research by observation of efficiency of implementation given games into learning of mathematics at primary school and lower secondary school in Hradec Kralove in May 2016 are also presented in the paper.
Keywords:
Gamification, Serious Game, Computer Simulation, Informatics, Education, Case Study, Permutation Brainteaser.