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Title:Skozi igro do zakladnice znanja
Authors:ID Prapotnik Brdnik, Anita, Fakulteta za gradbeništvo, prometno inženirstvo in arhitekturo (Author)
Files:.pdf Katalog_SIZZ.pdf (36,56 MB)
MD5: C2E41AD7EC5A63BE360F8D42CB261DC3
 
Language:Slovenian
Work type:Not categorized
Typology:2.25 - Other Monographs and Other Completed Works
Organization:FGPA - Faculty of Civil Engineering, Transportation Engineering and Architecture
UM - University of Maribor
Abstract:Publikacija je nastala v okviru projekta Skozi igro do zakladnice znanja (SIZZ), ki je bil izveden v okviru javnega razpisa »Projektno delo za pridobitev praktičnih izkušenj in znanj študentov v delovnem okolju 2022/2023«. Namen projekta je bil razvoj in didaktična nadgradnja koncepta izobraževalnih iger, zasnovanih po vzoru sob pobega, ter njihova prilagoditev za uporabo v šolskem prostoru. V okviru projekta je bila razvita prenosna oblika učne igre, pri kateri učenci skozi reševanje raznolikih nalog odklepajo zaporedje zaklenjenih škatel in s tem napredujejo proti končnemu cilju – odkritju zaklada. Naloge vključujejo logične uganke, kvize, fizikalne in kemijske probleme, prostorske izzive ter interaktivne dejavnosti, ki spodbujajo opazovanje, kritično mišljenje, sodelovanje in problemsko učenje. Publikacija združuje idejne zasnove nalog, tehnične načrte pripomočkov ter opis izvedbe igre v različnih tematskih scenarijih. Poseben poudarek je na modularnosti, fleksibilnosti in interdisciplinarnosti, kar omogoča prilagoditev vsebine različnim starostnim skupinam, učnim ciljem in časovnim okvirjem. Projekt izpostavlja tudi uporabo sodobnih tehnologij, kot so 3D tisk in laserski razrez, ter spodbuja trajnostno in ekonomično izdelavo učnih pripomočkov. Razvita zasnova predstavlja didaktično orodje, ki omogoča aktivno učenje skozi igro ter spodbuja motivacijo učencev in povezovanje znanja različnih predmetnih področij v celovito učno izkušnjo.
Keywords:soba pobega, izobraževalne igre, aktivno učenje, problemsko učenje, interdisciplinarnost, didaktika, fizika, kemija, STEM izobraževanje, učni pripomočki, 3D tisk, laserski razrez, projektno učenje
Publication status:Published
Publisher:[Univerza v Mariboru]
Year of publishing:2023
PID:20.500.12556/DKUM-98356 New window
UDC:37.026:53+66
COBISS.SI-ID:281820163 New window
Publication date in DKUM:17.06.2026
Views:182
Downloads:4
Metadata:XML DC-XML DC-RDF
Categories:Misc.
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Licences

License:CC BY-NC-SA 4.0, Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International
Link:http://creativecommons.org/licenses/by-nc-sa/4.0/
Description:A Creative Commons license that bans commercial use and requires the user to release any modified works under this license.
Applies to:This work is intended for educational and non-commercial use. It is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0).

Secondary language

Language:English
Title:Through Play to a Treasure of Knowledge
Abstract:This publication was developed within the project Through Play to a Treasure Trove of Knowledge (SIZZ), carried out under the public call “Project Work for Acquiring Practical Experience and Skills of Students in a Working Environment 2022/2023”. The aim of the project was to develop and didactically enhance the concept of educational games inspired by escape rooms and to adapt them for use in school settings. Within the project, a portable version of a learning game was designed in which students solve a series of diverse tasks in order to unlock a sequence of locked boxes, gradually progressing towards the final goal — discovering a hidden treasure. The tasks include logical puzzles, quizzes, physics and chemistry problems, spatial challenges, and interactive activities that promote observation, critical thinking, collaboration, and problem-solving skills. The publication brings together conceptual task designs, technical drawings of the equipment, and descriptions of game implementation in various thematic scenarios. Special emphasis is placed on modularity, flexibility, and interdisciplinarity, allowing the content to be adapted to different age groups, learning objectives, and time constraints. The project also highlights the use of modern technologies such as 3D printing and laser cutting, and promotes sustainable and cost-effective production of educational materials. The developed concept represents a didactic tool that enables active learning through play and encourages student motivation while integrating knowledge from different subject areas into a coherent learning experience.
Keywords:escape room, educational games, active learning, problem-based learning, interdisciplinarity, didactics, physics, chemistry, STEM education, learning tools, 3D printing, laser cutting, project-based learning


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