Microsoft Word types of mobile educational games for children in primary school



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TYPESOFMOBILEEDUCATIONALGAMESFORCHILDRENINPRIMARYSCHOOL

1. INTRODUCTION
Today's Generation Z children are open to the world and are quickly accustomed to the changing 
information and communication technologies. They easily use various modern devices (computer, 
laptop, tablet, smartphone, etc.). Children use the Internet from a young age for a variety of activities - 
playing games, watching videos, searching or sharing information, communicating with friends, and so 
on. 
In addition, the current generation of children takes a different approach to learning - they are active, 
searching and demanding. Learners want attractive training through the latest technologies and tools. 
They tend to learn from different sources like questionings, findings, constructing, interaction and 


having fun [1]. That is why contemporary training has to change or adapt the pedagogical methods, 
approaches and strategies and use the learners' technologies. Modern children prefer mobile learning, 
especially with smart phones, to the traditional form of e-learning using a personal computer. Smart 
phones and other mobile devices have a number of benefits when using training such as accessibility 
anywhere, anytime, personalization, own pace of learning resources, easy communication and 
collaboration with other participants in the learning process, etc. 
Games are an important part of every child's life. The fact is that games have a strong motivating 
force, regardless of the age group, which causes the player to strive to win, even if he /she has to 
repeat the game over and over again. Therefore, it is no coincidence that the gamified approach is 
rudimentary in the methodology of teaching children from preschool age and in the initial stage of 
education. Pedagogy has long emphasized the role of games in teaching and nurturing through which 
children gain new knowledge and skills while having fun. 
The purpose of the article is to present a study of existing training games (including computer and 
mobile gaming applications), based upon which a classification of games suitable for mobile 
conversion for children in the early stages of education is presented together with the criteria and 
approach for creating a mobile educational games package for children in this age group. 
The methodology used is presented in Section 2 and the results obtained in Section 3. Section 3 
begins with an examination of the role of games in learning, and in particular in primary school age, as 
well as existing classifications of games. After that, a study of the computer and mobile educational 
games applications for children market is shown. The classification of the types of educational games 
in terms of their use in teaching mathematics to children in the primary school stage and suitable for 
mobile realization is presented. Finally, the section describes the approach chosen by the authors to 
create a mobile education math package for children in the 3
rd
grade. The article ends with a 
conclusion which focuses on the contributions of the study’s authors. 

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