
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/">
  <dc:type>info:eu-repo/semantics/article</dc:type>
  <dc:identifier>https://phaidrabg.bg.ac.rs/o:26019</dc:identifier>
  <dc:identifier>doi:10.51558/2490-3647.2021.6.4.325</dc:identifier>
  <dc:identifier>ISSN: 2490-3604</dc:identifier>
  <dc:description xml:lang="srp">Sažetak: 
Živimo u vreme intenzivnih društvenih načinima. Tehnologija svakodnevno napreduje i vodi
ka novim načinima rešavanja problema, načina rada, kao i načinima dolaženja do znanja.
Digitalne igre kao deo savremene tehnologije, pored toga što su zabavne, nude mogućnost
drugačijeg koncepta učenja. Igranje digitalnih igara, ako se pravilno implementiraju u nastavni
proces, može imati višestruke pozitivne efekte. Ako želimo da sagledamo nastavu budućnosti
ne možemo to učiniti gledajući nastavu kakva je sada. Moramo posmatrati decu dok igraju video
igre. Videćemo da su angažovani, uzbuđeni, aktivni dok uče prelazeći jedan nivo igre za drugim.
Digitalno okruženje je dovelo do pojave da današnja deca usvajaju informacije na drugačiji
način nego što su to činili njihovi roditelji. Umesto da informacije primaju pasivno od početka
do kraja, što su omogućavale prethodne tehnologije učenja kao što su knjige, štampani materijali,
televizijske emisije, današnja deca su u interaktivnom odnosu sa tehnologijama učenja. Primena
digitalnih igara u nastavi omogućava podsticanje kreativnosti kod dece, što je u suprotnosti sa
aktuelnim načinom rada u školama u kojima se učenicima uglavnom nude gotova rešenja. Učenje
kroz igru predstavlja kontrolisan proces lične aktivnosti učenika kroz koju se pronalaze rešenja
i odgovori na određena pitanja. Cilj ovog rada jeste da ukaže na uticaj digitalnih igara na efekte
učenja, na motivaciju učenika, kao i načine njihove implementacije u nastavni proces. Želimo
da ukažemo na činjenicu da se svakodnevno iskustvo učenika u igranju digitalnih igara, stečeno
van školskih ustanova, može iskoristiti u svrhu prenošenja i usvajanja novih znanja.
</dc:description>
  <dc:description xml:lang="eng">Summary:
We live in a time of intense social change. Technology is advancing every day and is leading to new
ways of solving problems, ways of working, as well as the way of coming to knowledge. Digital games
as part of modern technology, in addition to being fun, offer the possibility of a different learning concept.
Playing digital games, if properly implemented in the teaching process, can have multiple positive
effects. If we want to see the teaching of the future, we cannot do that by looking at the teaching of what
it is now. We have to watch the children during they play video games. We will see that they are engaged,
excited, active as they learn by crossing one level of the game after another. The digital environment
has led to the phenomenon that today&apos;s children adopt information in a different way than their parents
did. Instead of receiving information passively from beginning to end, which was made possible by
previous learning technologies such as books, printed materials, television shows, today&apos;s children are
in an interactive relationship with learning technologies. The application of digital games in teaching
enables the encouragement of creativity in children, which is in contrast to the current way of working
in schools in which students are mostly offered ready-made solutions. Learning through play is a
controlled process of the personal activity of students through which solutions are found and answers
to certain questions. The aim of this paper is to point out the influence of digital games on the effects of
learning, on the motivation of students, as well as the ways in which they can be implemented in the
teaching process. In this way, students&apos; everyday experience in playing digital games, acquired outside
of school, could be used for the purpose of transferring and acquiring new knowledge.
</dc:description>
  <dc:language>srp</dc:language>
  <dc:creator id="https://orcid.org/0000-0002-7479-6959">Прушевић Садовић, Филдуза</dc:creator>
  <dc:subject xml:lang="srp">Ključne reči: aktivnost; digitalne igre; interaktivna nastava; učenje</dc:subject>
  <dc:subject xml:lang="eng">Keywords: activity; digital games; interactive teaching; learning</dc:subject>
  <dc:date>2021</dc:date>
  <dc:source>Društvene i humanističke studije 6(4)</dc:source>
  <dc:title xml:lang="srp">Implementacija digitalnih igara u nastavni proces</dc:title>
  <dc:title xml:lang="eng">Implementation of digital games in the teaching process</dc:title>
  <dc:format>application/pdf</dc:format>
  <dc:format>267566 bytes</dc:format>
  <dc:publisher>Filozofski fakultet u Tuzli</dc:publisher>
  <dc:rights>http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode</dc:rights>
</oai_dc:dc>
