Εκπαιδευτική εφαρμογή για κινητές συσκευές (mobile application) "Διασκεδάζω Μαθαίνω"
SubjectMobile computing ; Mobile communication systems ; Κινητή επικοινωνία, Συστήματα της ; Application software -- Development ; Λογισμικό εφαρμογών -- Ανάπτυξη ; Εκπαίδευση -- Πληροφορική ; Educational technology
The widespread of internet technology in combination with the rapid growth of handheld devices has influenced immensely the learning procedure. In the beginning the method available for electronic learning (e-learning) simply copied the traditional form of teaching (speeches, seminar conversations) with the use of modern methods. Afterwards e-learning was enriched with interactive digital means and ultimately it can function as a back up to the traditional teaching but it can also replace it completely. The presence of smart devices or computer tablets pc's constituted the main source in the production of learning methods through mobile devices, such as m-learning. The idea is for the learner to be instructed to communicate with synchronous up to date technology methods using devices available to him at any time and place. The subject matter of this graduate work is the development of a multimedia interactive application in the subject of Geography for fifth and sixth grade elementary students. The development of application is based in the learning through entertainment in a new approach of e-learning, learning through mobile devices known as m-learning. The propose of the game constitutes an everyday activity in the lives of elementary school students and it has been observed that through game and action learning experiences emerges effortlessly, naturally and pleasantly. The educational mobile application content includes activities that exercise location knowledge, the characteristics and the human activities taking place on the largest mountains, rivers and lakes of an area in Greece. The playful form of learning through handheld devices has the aim to attract the interest of students due to the technical characteristics of these devices, consequently developing technological dexterities, to promote the processing of critical knowledge, imagination and to promote reconsideration through feedback results.