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Title:Študija primera: uporaba video iger pri pouku zgodovine v osnovni šoli : magistrsko delo
Authors:ID Pirečnik, Matjaž (Author)
ID Potočnik, Dragan (Mentor) More about this mentor... New window
ID Maver Šoba, Nataša (Comentor)
Files:.pdf MAG_Pirecnik_Matjaz_2025.pdf (2,86 MB)
MD5: E9F14D40BEBB65D281023B0C08918EDA
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Abstract:V magistrskem delu smo raziskovali vlogo videoiger kot učnega orodja za poučevanje zgodovine in vpliv igrifikacije na motivacijo učencev. Preučili smo, kako interaktivne lastnosti videoiger omogočajo privlačno in poglobljeno učenje zgodovine, pri čemer se učenci lahko aktivno vključijo v raziskovanje zgodovinskih dogodkov in obdobij. Prikazani so koncepti igrifikacije in učinki uporabe igralnih elementov v izobraževalnih okoljih, vključno s pozitivnimi vplivi na motivacijo ter izzivi, kot so tveganja zasvojenosti in zgodovinske netočnosti. Delo predstavi pregled raziskav, ki izpostavljajo tako prednosti kot omejitve uporabe videoiger in igrifikacije pri učenju. Videoigre z zgodovinsko tematiko so razvrščene glede na način prikaza zgodovine, poudarek pa je na vprašanjih natančnosti in pristnosti zgodovinske vsebine. S pomočjo empirične raziskave, izvedene z učenci 7. razreda osnovne šole, smo preizkusili vpliv videoiger na zanimanje za zgodovino, motivacijo in trajnost pomnjenja zgodovinskih dejstev. Rezultati kažejo, da videoigre spodbujajo aktivno učenje in motivacijo učencev ter omogočajo razvoj kritičnega mišljenja z raziskovanjem večplastnih zgodovinskih perspektiv. Kljub pozitivnim učinkom je videoigre treba uporabljati premišljeno in v kombinaciji s tradicionalnimi učnimi metodami. Delo ponuja dragocena izhodišča za nadaljnje raziskave njihovega vključevanja v izobraževalne programe za izboljšanje učnih rezultatov zlasti pri zgodovini.
Keywords:igrifikacija, videoigre, pouk zgodovine, osnovne šole
Place of publishing:Maribor
Place of performance:Maribor
Publisher:M. Pirečnik
Year of publishing:2025
Number of pages:1 spletni vir (1 datoteka PDF (IX, 101 str.))
PID:20.500.12556/DKUM-95317 New window
UDC:37.091.3:93/94(043.2)
COBISS.SI-ID:251890435 New window
Publication date in DKUM:06.10.2025
Views:289
Downloads:58
Metadata:XML DC-XML DC-RDF
Categories:FF
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:12.09.2025

Secondary language

Language:English
Title:Case study: using video games in primary school history lessons
Abstract:The role of video games as a learning tool for history teaching and the impact of gamification on students' motivation are investigated in this master's thesis. We examined how the interactive qualities of video games allow for engaging and immersive learning of history, where students can be actively involved in exploring historical events and periods. The concepts of gamification and the effects of using game elements in educational settings are illustrated, including the positive effects on motivation and challenges such as the risks of addiction and historical inaccuracies. The work reviews research, highlighting both the benefits and limitations of using video games and gamification in learning. Video games with historical themes are classified according to how history is presented, focusing on the issue of the accuracy and authenticity of historical content. Through an empirical study conducted on primary school pupils in Year 7, we tested the impact of video games on interest in history, motivation and retention of historical facts. The results show that video games promote active learning and motivation of students and enable the development of critical thinking by exploring multiple historical perspectives. Despite their positive effects, video games should be used judiciously and in combination with traditional teaching methods. This work provides valuable starting points for further research into their integration into educational programmes to improve learning outcomes, particularly in history.
Keywords:gamification, video games, history lessons, primary s


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