Pregled bibliografske jedinice broj: 1279984
Selection of an educational mathematical computer game using the AHP method
Selection of an educational mathematical computer game using the AHP method // 1st International online scientific conference ICT In Life / Đurđević Babić, Ivana ; Galzina, Vjekoslav (ur.).
Osijek: Fakultet za odgojne i obrazovne znanosti Sveučilišta Josipa Jurja Strossmayera u Osijeku, 2022. str. 194-204 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1279984 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Selection of an educational mathematical computer game using the
AHP method
Autori
Tomić, Damir
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
1st International online scientific conference ICT In Life
/ Đurđević Babić, Ivana ; Galzina, Vjekoslav - Osijek : Fakultet za odgojne i obrazovne znanosti Sveučilišta Josipa Jurja Strossmayera u Osijeku, 2022, 194-204
Skup
1st International online scientific conference ICT In Life
Mjesto i datum
Online ; Osijek, Hrvatska, 13.05.2022
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
AHP method, math, education, computer games
Sažetak
This paper explains and describes the AHP method and its advantages and disadvantages, describes the selection of mathematical computer games by group using the AHP method, explains the criteria and alternatives for choosing a mathematical computer game, describes AHP decision making and group decision making results. For the needs of the research, didactically prepared computer games in the field of mathematics were selected. The basic criteria for selecting the game were: compatibility with the chronological age of children and compliance with pedagogical criteria. Only one game was needed for the research, and it was selected using the AHP method, which was also used to create a model of pedagogically and methodically acceptable computer game for use in teaching. This game, for the research, was important to choose so that the mathematical computer game matched the objectives of the research. The research itself determined the differences in motivation and content acquisition in students with regard to the approach to teaching. It was determined which approach gives the best results. The students of the 4th grade of primary school were divided into three subgroups of 30 students: the one who processed the curriculum in the classical way, the one who processed the curriculum only by playing games and the one who combined the previous two models. As there is a great availability of games that students could play, choosing an educational math computer game was extremely important. Therefore, this paper deals with just that: group decision making AHP method.
Izvorni jezik
Engleski
Znanstvena područja
Edukacijsko-rehabilitacijske znanosti
POVEZANOST RADA
Ustanove:
Fakultet za odgojne i obrazovne znanosti, Osijek
Profili:
Damir Tomić
(autor)