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McClellanville Library
10 a.m. - 1 p.m.
Phone: (843) 887-3699
Miss Jane's Building (Edisto Library Temporary Location)
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Main Library
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West Ashley Library
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Folly Beach Library
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John L. Dart Library
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St. Paul's/Hollywood Library
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Mt. Pleasant Library
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Dorchester Road Library
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Edgar Allan Poe/Sullivan's Island Library
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John's Island Library
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Wando Mount Pleasant Library
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Otranto Road Library
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Tanító szakos hallgatók ismeretei a gamifikációról. (Hungarian)
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- Author(s): Andrea, Bencéné Fekete Anikó; Krisztina, Bence-Kiss
- Source:
Community Connections: Studies on Education, Culture / Közösségi Kapcsolódások: Tanulmányok Kultúráról és Oktatásról; 2023, Vol. 3 Issue 1, p148-159, 12p- Subject Terms:
- Source:
- Additional Information
- Alternate Title: Knowledge of teacher students about gamification. (English)
- Abstract: Gamification is the use of game-based operating principles, game aesthetics and game design thinking to stimulate action, promote learning, and solve problems (Kapp et al. 2014). The aim of our research conducted in 2022 is to reveal what knowledge graduate teaching students (N=72) have about gamification. Our research questions focused on how effective it is considered to be, for which subjects and in which part of the lesson it would be used. In addition to descriptive statistics, we examined the correlation between the application of the method and gender, as well as the student's place of practice. The results showed that the methodology courses prepare the students for the use of gamification, and they would like to use it mainly in the context of science and mathematics lessons. [ABSTRACT FROM AUTHOR]
- Abstract: A gamifikáció az oktatás esetében a játékalapú működési elvek, játékesztétika és játéktervezői gondolkodás használata a tanulás elősegítésére, a problémák megoldására (Kapp et al. 2014). 2022-ben végzett kutatásunk célja, annak feltárása, hogy a végzős tanító szakos hallgatók (N=72), milyen ismeretekkel rendelkeznek a gamifikációról. Kutatási kérdéseink arra irányultak, mennyire és milyen tartárgyak esetében, az óra melyik részében tartják hatékonynak a gamifikációt. A leíró statisztikák mellett vizsgáltuk az összefüggést a módszer alkalmazása és a nemek, valamint a gyakorlati hely típusa között. Az eredmények arra mutattak rá, hogy a módszertan kurzusok felkészítik a hallgatókat a gamifikáció alkalmazására, környezetismeret és matematika órán használnák szívesen. [ABSTRACT FROM AUTHOR]
- Abstract: Copyright of Community Connections: Studies on Education, Culture / Közösségi Kapcsolódások: Tanulmányok Kultúráról és Oktatásról is the property of Szeged University and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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