Title Računalne jezične igre kao motivacija u nastavi Hrvatskoga jezika
Title (english) Computer language games as a motivation in Croatian language teaching
Author Iva Tomić
Mentor Katarina Aladrović Slovaček (mentor)
Committee member Lidija Cvikić (predsjednik povjerenstva)
Committee member Maša Rimac Jurinović (član povjerenstva)
Committee member Katarina Aladrović Slovaček (član povjerenstva)
Granter University of Zagreb Faculty of Teacher Education (Chair of Croatian Language and Literature, Drama and Media Education) Zagreb
Defense date and country 2020-11-20, Croatia
Scientific / art field, discipline and subdiscipline HUMANISTIC SCIENCES Interdisciplinary Humanistic Studies Teaching Methods in the Humanistic Sciences
Abstract Igra je čovjeku urođena, ugodna i slobodna aktivnost, te je, kao multifunkcionalna, nejednoznačna, nespecijalizirana aktivnost, povezana s kognitivnim razvojem. Stoga je s razlogom jedna od metoda i strategija suvremenog nastavnog procesa. Igra čini nastavu zanimljivijom, motivira učenike, zahtjeva od učenika da aktivno sudjeluju u nastavi čime im omogućava bolju pažnju i koncentraciju te lakše i brže usvajanje nastavnog sadržaja, koji katkad može biti, pogotovo za učenike mlađih razreda osnovne škole, težak i suhoparan. Takvi su često sadržaji gramatike i pravopisa u nastavi Hrvatskoga jezika, koji je najopsežniji predmet u osnovnoškolskom obrazovanju. Kako digitalna kultura obuhvaća veliki dioživota današnjih učenika, dobro je u nastavu uvesti i računalne igre, kao djeci poznato okruženje u kojem će uživati, ali u isto vrijeme i učiti. U svrhu ovoga rada provedeno je istraživanje u jednoj osnovnoj školi u Zagrebu. Cilj istraživanja bio je ispitati stavove učenika o igri u nastavi te o korištenju računalnih igara u nastavi, utječe li provedba računalne jezične igre na usvojenost nastavnog sadržaja kod učenika i utječe li na rezultate istraživanja spol učenika. Učenici su bili podijeljeni u kontrolnu i eksperimentalnu skupinu. U eksperimentalnoj je skupini provedena motivacija u obliku računalne jezične igre za sat vježbanja i ponavljanja rastavljanja riječi na kraju retka, dok u kontrolnoj nije. Nakon održanog (ostatka) sata, obje su skupine riješile upitnik kreiran u svrhu istraživanja. Eksperimentalna skupina riješila je i upitnik vezan za računalnu jezičnu igru. Podaci su analizirani u programu SPSS. Rezultati su pokazali da učenici imaju pozitivan stav o igri u nastavi i o računalnoj igri u nastavi te da bi u budućnosti voljeli igrati više jezičnih igara na računalu. Između kontrolne i eksperimentalne skupine nije se pokazala statistički značajna razlika u provedbi računalne jezične igre, kao ni između spolova.
Abstract (english) Game is a human innate, pleasant and free activity, and is, as a multifunctional, non-specialized activity, associated with cognitive development. Therefore, it is one of the methods and strategies of the modern teaching process. The game makes teaching more interesting, motivates students, requires students to actively participate in teaching, which allows them better attention and concentration and easier and faster mastering of teaching content, which can sometimes be, especially for younger primary school students, difficult and uninteresting. Such are often the contents of grammar and spelling in the teaching of the Croatian language, which is the most comprehensive subject in primary education. As digital culture covers a large part of today's students' lives, it is good to implement computer games in the classroom, as an environment familiar to children in which they will enjoy, but at the same time learn. For the purpose of this paper, a research was set at one elementary school in Zagreb. The aim of the research was to examine students' attitudes about play in teaching and the use of computer games in teaching, whether the implementation of computer language game affects the acquisition of teaching content by students and whether gender of students affects the results of research. Students were divided into control and experimental groups. In the experimental group, motivation was conducted in the form of a computer language game for a class of practice and repetition of word breakdown at the end of a line, while in the control group it was not. After the (remaining) class, both groups solved a questionnaire created for the purpose of the research. The experimental group also solved a questionnaire related to computer language game. The data were analyzed in the SPSS program. The results showed that students have a positive attitude about the game in the classroom and about the computer game in the classroom, and that they would like to play more language games on the computer in the future. There was no statistically significant difference between the control and experimental groups in the implementation of the computer language game, nor between the sexes.
Keywords
igra kao nastavna metoda
nastava Hrvatskoga jezika
računalna jezična igra
Keywords (english)
game as a teaching method
Croatian language classes
computer language game
Language croatian
URN:NBN urn:nbn:hr:147:449815
Study programme Title: Integrated Undergraduate and Graduate University Programme of Study of Primary Teacher Education and Integrated Undergraduate and Graduate University Programme of Study for Primary Teacher Education with English and German Language Study programme type: university Study level: integrated undergraduate and graduate Academic / professional title: magistar/magistra primarnog obrazovanja (magistar/magistra primarnog obrazovanja)
Type of resource Text
File origin Born digital
Access conditions Open access
Terms of use
Created on 2021-01-25 13:19:20