Κατεύθυνση Σύγχρονες Τεχνολογίες στην ΕκπαίδευσηLibrary of the School of Philosophy
Χρόνης Κυνηγός, Καθηγητής, Τμήμα Φιλοσοφίας - Παιδαγωγικής και Ψυχολογίας,Εθνικό και Καποδιστριακό Πανεπιστήμιο Αθηνών
Ζαχαρούλα Σμυρναίου, Επίκουρη Καθηγήτρια, Τμήμα Φιλοσοφίας - Παιδαγωγικής και Ψυχολογίας,Εθνικό και Καποδιστριακό Πανεπιστήμιο Αθηνών
Κατερίνα Μακρη, Μεταδιδακτορική Ερευνήτρια, Τμήμα Φιλοσοφίας - Παιδαγωγικής και Ψυχολογίας, Εθνικό και Καποδιστριακό Πανεπιστήμιο Αθηνών
Η Εργαλειακή γένεση και οι Διαφυλικές διαφορές μέσα από μία παιγνιώδη προσέγγιση στο αντικείμενο της Ιστορίας.
The instrumental genesis and the Gender Differences through a playful approach to the subject of History
This diploma thesis explored three research questions through a playful approach to history in the sixth grade of the 21st Elementary School of Ilioupolis. The application used is that of ChoiCo “ a tour of Athens in 1942”, which is a software developed to support students and teachers in creating their own digital games. This diploma comes to fill the void of Greek occupation in the history curriculum, which is a highly semantic chapter for the Greek nation. Innovative is the way the subject is approached, as this is not reflected in battles but in the perspective of a child trying to survive in the difficult period of Occupation, through various nutritional choices, taking into account five variables, such as the risk , their pleasure, their hunger, their health and solidarity. At the same time, it helps to specialize these important conditions that achieve the active participation of both sexes in digital games, which are a timeless and important issue in the bibliographic review. In addition, this research adds a small bit to the limited application of digital educational games in school classes and therefore to capture this experience. The purpose of this diploma thesis is to answer the three exploratory queries that are asked: Which pattern-which route did each team play in the game? What did students think about the subject matter of the history, through their interaction with ChoiCo's game? What differences have arisen between boys and girls during the research? The quality method was used to collect and analyze the data. In particular, observation, screen recordingrecording and focus group interview. The findings reveal differences between boys and girls when playing ChoiCo while showing evidence of the students' perception of the subject matter of the story. The conclusions show that the boys in relation to the girls responded fully to the game of competition and achieved much higher scores in the game ( game players), while the girls attached more importance to constructive collaboration, interaction between themselves and to the modifications of the game (game designers).
Main subject category:
classroom games, gender and digital games in the classroom, skills of the 21st century, instrumental genesis, ChoiCo, elementary school students, competition, collaboration, Occupation in Athens, modification of game variables, game players-designers of the game