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2019 » Papers » Volume 1 » A Playful form of Teaching and Learning using Micro-World Applications 1. A PLAYFUL FORM OF TEACHING AND LEARNING USING MICRO-WORLD APPLICATIONS Authors: Stoffova Veronika, Czakoova Krisztina Volume 1 | DOI: 10.12753/2066-026X-19-014 | Pages: 110-115 | Download PDF | Abstract
The article summarizes the long-term experiences of the author in the field of creation and use of didactic micro-world applications in education. In this article, there are systematized principles of creation and effective use of didactic application developed in micro-world Imagine. Special attention is paid to didactic transformation, visualisation, interactivity and active learning of pupils. The authors summarize recommendations regarding the graphic design, visualisation of knowledge presentation, interactivity of applications in order to transform the learning process into a great entertainment and interesting game in which everyone wins.
The authors in article present a wide range of didactic applications created in the micro-world Imagine for pupils at the first level of elementary schools. The main focus is on applications for language learning, both mother tongue and foreign languages. Interesting applications are in the form of didactic games. The difficulty level of playing or playing form of learning can be easily increased from the passive perception of the language to the active application of language rules and the cultivation of language sensitivity. A simple vocabulary extension can be increased from a simple assignment of the name of the object to the image that represents it, through the direct naming of the picture after the active use of the vocabulary, for example by creating the sentences, completing the story etc. In the field of grammar, it is from familiarity with the rule, through its perception in context, after its active application to solving the new language problem situation. Thus, it is possible to create applications for the development of all language communication skills: listening, reading, writing and talking "with understanding". | Keywords
Gamification of Teaching and Learning process; Micro-world Applications. |
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