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Почитувани читатели - Биро за развој на образованието

Почитувани читатели - Биро за развој на образованието

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Korica 2_vnatre B5 28.09.2012 10:30 Page 31Obrazovni refleksiiSUMMARYЛИТEРAТУРAThe structure of this work is based on the direction of analyses, discovering,creating, design and promotion of the qualities and the pedagogical value of aproject „Grandma’s games“ which we would like to share it with the teachersand the authorities from the Macedonian educational activity. Above all, wewill try to explain the aims and the activities of this project because they weremisunderstood by the journalists and the public. Notably,a part of them weretalking that the project is a revival of the forgotten children’s games and thechildren lay outside the classroom, and the others thought that the project is aninnovative use of The ICT in the teaching. The intention of this project is withan only aim, the students to increase the interest and motivation with an assistanceof their teachers to include their own creativity and originality in developingthe most important human characteristic, learning and professional development.1. Bognar, L. (2002) Didaktika, Zagreb: Školska knjiga.2. Bourgonjon, J., M Valcke, R Soetaert (2010). Students’ perceptionsabout the use of video games in the classroom Computers & Education,–Elsevier3. Bourgonjon, J., M Valcke, R Soetaert., (2009) Exploring the Acceptanceof Video Games in the Classroom by Secondary School Students Computersin Education, 2009 - apsce.net4. Burguillo, JC., (2010). The Impact of Information and CommunicationTechnology (ICT) on Educational Improvement Using game theory andCompetition­based Learning to stimulate student motivation and performance,Computers & Education, Elsevier5. Стојановска. В., (2004), Диdакtички асpекtи на сорабоtкаtамаѓу училишниоt pеdаgоg и насtавнициtе, Скоpје:Форум.6. Danilovi}, M. (1998). Tehnologija u~enja i nastave, Tehni~ki fakultet„Mihajlo Pupin“ Beograd: Institut za pedago{ko istra~ivanje, Zrenjanin.7. Dinevski, D., (2011). ICT and lifelong learning Technology, - eurodl.org8. \or|evi} J. (1981). Savremena nastava, organizacija i oblici, Beograd.9. Ebner, M., (2007). Successful implementation of user­centeredgame based learning in higher education: An example from civil engineering- Computers & Education, – Elsevie10. F Paraskeva, F., Mysirlaki, S (2010). Multiplayer online games aseducational tools: Facing new challenges in learning - Computers & Education,– Elsevier11. Fengfeng, Ke., (2009). A Qualitative Meta­Analysis of ComputerGames as Learning Tools, University of New Mexico, USA12. Fengfeng, Ke., (2009). A qualitative meta­analysis of computer gamesas learning tools, research on effective electronic gaming in education,eportfolio.lib.ksu.edu.tw13. Gardner, H. (1993). Multiple Intteligences. The Theory in Practice. AReader: Basic Books14. Geoff, P. (2004)Teaching today, London31

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