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Title:Škatla pobega kot učna strategija utrjevanja znanj in veščin laboratorijskega dela v biologiji : magistrsko delo
Authors:ID Stropnik, Aljaž (Author)
ID Špernjak, Andreja (Mentor) More about this mentor... New window
Files:.pdf EMAG_Stropnik_Aljaz_2026.pdf (4,96 MB)
MD5: 18FBD2032FEEE4295B4B37BCC2327D7E
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FNM - Faculty of Natural Sciences and Mathematics
Abstract:V magistrskem delu je obravnavana uporaba igrifikacije kot sodobnega pedagoškega pristopa pri pouku biologije s poudarkom na škatli pobega kot učni strategiji za utrjevanje bioloških vsebin z metodo laboratorijskega dela v gimnazijskem programu. Z igrifikacijo je omogočeno vključevanje elementov igre v izobraževalni proces, s čimer lahko spodbudimo motivacijo, aktivno sodelovanje in poglobljeno razumevanje učne vsebine. V naravoslovnem izobraževanju, kjer so vsebine pogosto kompleksne in abstraktne, uporaba igrifikacije omogoča učinkovitejše povezovanje teoretičnih vsebin s praktičnim delom. V okviru magistrskega dela je bila izvedena analiza učnega načrta biologije za gimnazijski program in izbranih laboratorijskih vsebin, na podlagi katere so bile kot didaktična orodja zasnovane štiri škatle pobega. Vsaka škatla pobega temelji na problemsko zasnovani zgodbi in vključuje niz med seboj povezanih nalog, ki izhajajo iz laboratorijskih vaj biologije, ter vključujejo eksperimentalno delo, interpretacijo podatkov in logično sklepanje. Delo ima razvojno-aplikativni značaj in je usmerjeno v oblikovanje konkretnih didaktičnih rešitev za uporabo igrifikacije pri pouku biologije. Posebna pozornost je namenjena načrtovanju strukture dejavnosti, opredelitvi učnih ciljev ter analizi prednosti in omejitev uporabe škatle pobega v izobraževalnem procesu. Magistrsko delo predstavlja prispevek k razvoju sodobnih pristopov poučevanja biologije ter ponuja konkretne smernice za vključevanje igrifikacije v pedagoško prakso.
Keywords:igrifikacija, škatla pobega, pouk biologije, laboratorijsko delo, aktivno učenje, motivacija
Place of publishing:Maribor
Place of performance:Maribor
Publisher:[A. Stropnik]
Year of publishing:2026
Number of pages:XIII, 157 f.
PID:20.500.12556/DKUM-98928 New window
UDC:57:37.091.3(043.2)
COBISS.SI-ID:288805123 New window
Publication date in DKUM:25.08.2026
Views:129
Downloads:6
Metadata:XML DC-XML DC-RDF
Categories:FNM
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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:19.07.2026

Secondary language

Language:English
Title:Escape box as a learning strategy for reinforcing knowledge and skills of laboratory work in biology
Abstract:This master's thesis examines the use of gamification as a contemporary pedagogical approach in biology education, with a particular focus on the escape box as an instructional strategy for reinforcing biological concepts through laboratory work in the general upper secondary school (gymnasium) programme. Gamification enables the integration of game elements into the educational process, thereby promoting student motivation, active participation, and a deeper understanding of the subject matter. In science education, where concepts are often complex and abstract, the use of gamification facilitates more effective connections between theoretical knowledge and practical laboratory work. As part of this thesis, the biology curriculum for the general upper secondary school programme and selected laboratory topics were analysed. Based on this analysis, four escape boxes were designed as instructional tools. Each escape box is built around a problem-based narrative and consists of a series of interconnected tasks derived from biology laboratory exercises. These tasks involve experimental work, data interpretation, and logical reasoning. The thesis has a developmental and applied character and is focused on designing practical instructional solutions for implementing gamification in biology teaching. Particular attention is given to the planning of the activity structure, the definition of learning objectives, and the analysis of the advantages and limitations of using escape boxes in the educational process. This master's thesis contributes to the development of contemporary approaches to biology education and provides practical guidelines for integrating gamification into educational practice.
Keywords:gamification, escape box, biology education, laboratory work, active learning, motivation


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