ДИГИТАЛНЕ ИГРЕ КАО ОБРАЗОВНИ ПОТЕНЦИЈАЛ – ИСКУСТВА И ПРИМЕРИ

  • Јасмина М. АРСЕНИЈЕВИЋ
  • Оља М. АРСЕНИЈЕВИЋ
Ključne reči: гејминг, менистрим игре, озбиљне игре, учење, образовање, ефекти

Sažetak


Последњих година постаје све јасније да ефекти дигиталних игара нису усмерени само на забаву играча. Дигиталне игре пружају и могућност стицања знања и различитих искустава, промене свести и понашања, ширење видика, па и социјализацију са другима људима. И док се почетна стигматизација и подозрење научне и стручне, али и шире јавности полако смањује, тренд и значај примене дигиталних игара у учењу расте, како на нивоу појединца (путем информалног образовања), тако и институција (путем неформалног или формалног). Број истраживања ефеката њихове примене постаје све већи, посебно са почетка новог миленијума. У овом раду се пружа преглед образовних потенцијала које дигиталне игре имају а потом и сачињава категоризација резултата најзначајнијих истраживања ефеката њихове примене у формалном, неформалном и информалном образовању. Наведене резултате рад илуструје пролазећи кроз бројне примере конкретних меинстрим или образовних игара.

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2022/11/20
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