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In the EU, the quality of education in recent years has become a priority topic. In the context of university education and meeting the requirements of industrial practice, in the countries of the EU, different activities are carried out. These activities are focused on the techniques and methods by which we can achieve excellence in the educational process, creative solutions and innovative forms. The aim is to adapt educational processes to the current digital age. Therefore, in the educational process it is necessary to apply new forms and methods of education. With application of this method we can streamline the educational process and also increase the initiative and interest of students in acquiring new knowledge, skills and abilities. The aim of the article is to present the project, which is focused on improving the educational process by using a new approach to learning - Games Learning.
Słowa kluczowe
Czasopismo
Rocznik
Tom
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26--29
Opis fizyczny
Bibliogr. 16 poz., tab.
Twórcy
autor
- Slovak University of Technology in Bratislava, Faculty of Materials Science and Technology in Trnava, Institute of Industrial Engineering and Management, Paulínska 16, 917 24, Trnava, Slovak republic
autor
- Slovak University of Technology in Bratislava, Faculty of Materials Science and Technology in Trnava, Institute of Industrial Engineering and Management, Paulínska 16, 917 24, Trnava, Slovak republic
autor
- Slovak University of Technology in Bratislava, Faculty of Materials Science and Technology in Trnava, Institute of Industrial Engineering and Management, Paulínska 16, 917 24, Trnava, Slovak republic
autor
- Slovak University of Technology in Bratislava, Faculty of Materials Science and Technology in Trnava, Institute of Industrial Engineering and Management, Paulínska 16, 917 24, Trnava, Slovak republic
Bibliografia
- 1. Avallone E., Baumeister T., Sadegh M A. 2007. Marks' Standard Handbook for Mechanical Engineering, R. R. Donnelley & Sons Company, Chicago, ISBN 978-0-07-142867.5.
- 2. Borkowski S. 2014: Employees satisfaction –innovative approach - pp. 39-44, Production Engineering Archives Vol. 3, No. 2 (2014), ISSN 2353-7779.
- 3. Cvti Sr, National project: Universities as Engines of Knowledge – based Society [on-line], Available at: http://vysokoskolacidopraxe.sk/sk/, [cit. 2015-29-09].
- 4. D. Ifenthaler et al. 2012 (eds.), Assessment in Game-Based Learning: Foundations, 43 Innovations,and Perspectives, DOI 10.1007/978-1-4614-3546-4_4, © Springer Science+Business Media New York 2012.
- 5. European Comission. New Skills for New Jobs, Available at:http://ec.europa.eu/social/main.jsp?langId=en&catId=822, [cit. 2015-29-09]
- 6. Gee, J. P. (2003).: What digital games have to teach us about learning and literacy . New York: Palgrave Macmillan.literacy . New York: Palgrave Macmillan.
- 7. Ingaldi M. 2015:- Sustainability as an element of environmental management in companies - pp. 29-32, Production Engineering Archives Vol. 7, No. 2 (2015), ISSN 2353-7779.
- 8. Knop K. 2015:Statistical analysis of responses concerning the importance of human and production or services issues in various companies - pp. 40-44, Production Engineering Archives Vol. 7, No. 2 (2015), ISSN 2353-7779.
- 9. Lean Enterprise Institute, 2008. Lean Lexicon a graphical glossary for Lean Thinkers, The Lean Enterprise Institute, Inc., Cambridge, ISBN 0-9667843-6-7.
- 10. Prensky, M. (2006). Don’t bother me mom, I’m learning!: How computer and digital games are preparing your kids for 21st century success and how you can help! St. Paul, MN: Paragon House.
- 11. Rešetová K. 2013. Knowledge management system of monitoring instruments of the graduates' employment within the integration into the EU, Available at: http://www.mtf.stuba.sk/english/divisions/division-of-knowledge-management/projects.html?page_id=7178, [cit. 2015-29-09].
- 12. Salvendy G. 2007. Handbook of Industrial Engineering: Technology and Operations Management, Third Edition, U.S.A. ISBN 978-0471-33057-8
- 13. Shaffer, D. W., Squire, K. A., Halverson, R., & GEE, J. P. (2005). Digital games and the future of learning. Phi Delta Kappan, 87 (2), 104–111.
- 14. Shute, V. J., Rieber, L., & Van Eck, R. (2011). Games and learning. In R. Reiser & J. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed., pp. 321–332). Upper Saddle River, NJ: Pearson Education.
- 15. Ulewicz R., Vaško A., Klimecka-Tatar D. 2014: - Controlling of the logistic processes - pp. 26-30, Production Engineering Archives Vol. 3, No. 2 (2014), ISSN 2353-7779.
- 16. Zandin, B. K. 2001. Maynard’s Industrial Engineering Handbook, Fifth Edition, McGraw-Hill: New York, ISBN 978-0-07-041102-9.
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Bibliografia
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