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Pregled bibliografske jedinice broj: 1280765

A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming


(MINTS H2020, KU Leuven Faculty of Engineering Technology - Ghent Technology Campus) Kager, Dalia; Marinšek, Alexander
A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming // 46th ICT and Electronics Convention – MIPRO 2023
Opatija, Hrvatska, 2023. str. 601-606 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), stručni)


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Naslov
A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming

Autori
Kager, Dalia ; Marinšek, Alexander

Kolaboracija
MINTS H2020, KU Leuven Faculty of Engineering Technology - Ghent Technology Campus

Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), stručni

Izvornik
46th ICT and Electronics Convention – MIPRO 2023 / - , 2023, 601-606

Skup
46th ICT and Electronics Convention – MIPRO 2023

Mjesto i datum
Opatija, Hrvatska, 22.05.2023. - 26.05.2023

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
microcomputer, physics, extended reality, gamified learning, deciphering

Sažetak
Elementary and high school students learn about numerous physical phenomena that make up our everyday life. However, physics is most often perceived as boring and only a handful of students remember what they learned in the classroom. Schools nowadays have the necessary equipment, such as micro:bit single board computers (SBCs), to digitalize physical experiments and make them more attractive to students. Due to limited teacher training and learning material availability, these modern tools are unfortunately often left out of the physics class. In this paper, we describe Galileo XR (Extended Reality) – a learning activity, ranked among the best three proposals at the Science is Wonderful! 2023 competition, wherein students’ study everyday physical phenomena in a fun and inclusive way. The gamified scenario guides them through 6 workstations, corresponding to 6 physical phenomena, where they are embraced to make certain observations and record measurement data using different sensors on the micro:bit SBC, for which they are rewarded with encrypted clues regarding the final solution. Students are motivated to apply the scientific method throughout their quest to find the forgotten scientist, Galileo Galilei. Additionally, we evaluate the observations and student questionnaire results, obtained during Galileo XR’s prototype launch.

Izvorni jezik
Engleski

Znanstvena područja
Računarstvo, Informacijske i komunikacijske znanosti



POVEZANOST RADA


Profili:

Avatar Url Dalia Kager (autor)

Citiraj ovu publikaciju:

(MINTS H2020, KU Leuven Faculty of Engineering Technology - Ghent Technology Campus) Kager, Dalia; Marinšek, Alexander
A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming // 46th ICT and Electronics Convention – MIPRO 2023
Opatija, Hrvatska, 2023. str. 601-606 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), stručni)
(MINTS H2020, KU Leuven Faculty of Engineering Technology - Ghent Technology Campus) (MINTS H2020, KU Leuven Faculty of Engineering Technology - Ghent Technology Campus) Kager, Dalia & Marinšek, A. (2023) A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming. U: 46th ICT and Electronics Convention – MIPRO 2023.
@article{article, author = {Kager, Dalia and Marin\v{s}ek, Alexander}, year = {2023}, pages = {601-606}, keywords = {microcomputer, physics, extended reality, gamified learning, deciphering}, title = {A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming}, keyword = {microcomputer, physics, extended reality, gamified learning, deciphering}, publisherplace = {Opatija, Hrvatska} }
@article{article, author = {Kager, Dalia and Marin\v{s}ek, Alexander}, year = {2023}, pages = {601-606}, keywords = {microcomputer, physics, extended reality, gamified learning, deciphering}, title = {A Gamified Learning Scenario for Introducing Pupils to the Scientific Method through Experimentation and Programming}, keyword = {microcomputer, physics, extended reality, gamified learning, deciphering}, publisherplace = {Opatija, Hrvatska} }




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