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Vojnotehnički glasnik
2017, vol. 65, br. 3, str. 641-650
jezik rada: engleski
vrsta rada: izvorni naučni članak
doi:10.5937/vojtehg65-13000

Creative Commons License 4.0
Višekriterijumska ocena mogućih primena računarskih igara u nastavi
Univerzitet Singidunum, Beograd

e-adresa: zizovic@gmail.com, kplecic@singidunum.ac.rs

Sažetak

U radu se daje višekriterijumska ocena nekoliko mogućih pristupa organizovanju studija. Zahvaljujući sve široj upotrebi savremenih informacionih tehnologija, tradicionalni obrazovni sistem suočava se sa velikim promenama. Jedna od njih je i razvoj ozbiljnih igara koje simuliraju rad realnih poslovnih okruženja. Tradicionalni, pasivni pristup obrazovanju obučava nas za neke uske procedure, a zatim vrši evaluaciju na osnovu našeg sećanja na ono što nam je rečeno. Čak i kada smo uspešno savladali činjenice i procedure, naše ponašanje u pravim životnim situacijama ostaje neprovereno. Igre pokušavaju da reše problem, motivišu i promovišu učenje. Njihov interaktivni aspekt dovodi do visoke uključenosti samih učesnika u aktivnosti igre, pa one više nemaju svrhu isključivo zabave već postaju ozbiljan alat za učenje. Od klasičnih zabavnih igara odvaja ih prvenstveno drugačiji cilj, tj. mogućnost da se učesniku igre, pored zabave, pruži i edukativna komponenta. Takođe, učesnik nije pasivni igrač već svojim odlukama i postupcima direktno može uticati na tok igre, dovodeći do dobrih ili loših rezultata.

Ključne reči

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