The article deals with a modern approach to the transfer of knowledge to participants in classes. Modern classes should be implemented in a way that is interesting and attracts the participant’s attention to active participation. The use of games for training purposes, leads to increased interest in the topic of training and enhances motivation to learn. In the age of civilised technological innovation, it is becoming particularly important to shape the social competences of employees. This can be achieved through educational simulation games, which are an interesting, but above all effective method of developing various groups of competencies. By conducting classes in the form of simulation games, we have the opportunity to present the theoretical aspects of a given issue and demonstrate its practical application in industry. Games on the subject of Lean Manufacturing are a favourite type of knowledge transfer related to this subject. The advantage of LM learning methods through simulation games is the possibility to ‘see from above’ the entire process and analyse different solutions. In order to reduce the costs of purchasing or subscribing to similar games, the authors of this article developed their own simulation for the purpose of teaching and training at the Academy of Applied Sciences in Walcz. The article presents the assumptions for the game and how to start training on Lean Manufacturing.
The paper presents the model of the serious game designed to develop firearm handling skills. The game is dedicated to act as an educational tool. Its aim is to teach how to disassembly and assembly weapons. The main aim of the paper is to present and discuss educational value of this kind of serious games. Detailed results were obtained after end user examination. What is more, the aspect of ergonomic and usability is also covered. The paper presents also the game design and development process.
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Artykuł zawiera informacje nt. innowacyjnego programu nauczania fizyki dla szkół ponadgimnazjalnych z wykorzystaniem edukacyjnych gier wideo. Porusza problemy związane z uczeniem się oraz nauczaniem fizyki we współczesnych szkołach ponadgimnazjalnych, prezentuje badania przeprowadzone w ramach projektu "Wirtualna Fizyka – Wiedza Prawdziwa", opisuje komplet innowacyjnych narzędzi edukacyjnych oraz objaśnia specyfikę i strukturę edukacyjnych gier wideo.
EN
The article contains information on innovative physics curriculum for secondary schools with educational video games. Tackles the problems associated with the learning and teaching of physics in secondary schools today, presents research carried out within the project Virtual Physics – True Knowledge, describes a set of innovative learning tools, and explains the characteristics and structure of educational video games.
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