{"title":"游戏化元素对信息学教学的支持","authors":"N. Klimová","doi":"10.18355/pg.2019.8.1.14","DOIUrl":null,"url":null,"abstract":"There are a number of classroom management systems on the market. One of them is Classcraft, which also contains gamification elements. In the paper we describe the implementation and evaluate the experience of using Classcraft in teaching informatics. The implementation took place in the school year 2017/2018 in the 5th year at the primary school with the kindergarten J. Bakossa in the subject Informatics. This school year is being implemented in the 6th and 8th grades, but already in the paid version.","PeriodicalId":34591,"journal":{"name":"Slavonic Pedagogical Studies Journal","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"SUPPORT OF INFORMATICS TEACHING BY THE AID OF GAMIFICATION ELEMENTS\",\"authors\":\"N. Klimová\",\"doi\":\"10.18355/pg.2019.8.1.14\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"There are a number of classroom management systems on the market. One of them is Classcraft, which also contains gamification elements. In the paper we describe the implementation and evaluate the experience of using Classcraft in teaching informatics. The implementation took place in the school year 2017/2018 in the 5th year at the primary school with the kindergarten J. Bakossa in the subject Informatics. This school year is being implemented in the 6th and 8th grades, but already in the paid version.\",\"PeriodicalId\":34591,\"journal\":{\"name\":\"Slavonic Pedagogical Studies Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Slavonic Pedagogical Studies Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18355/pg.2019.8.1.14\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Slavonic Pedagogical Studies Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18355/pg.2019.8.1.14","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
SUPPORT OF INFORMATICS TEACHING BY THE AID OF GAMIFICATION ELEMENTS
There are a number of classroom management systems on the market. One of them is Classcraft, which also contains gamification elements. In the paper we describe the implementation and evaluate the experience of using Classcraft in teaching informatics. The implementation took place in the school year 2017/2018 in the 5th year at the primary school with the kindergarten J. Bakossa in the subject Informatics. This school year is being implemented in the 6th and 8th grades, but already in the paid version.