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  • TERRAFORMING MISSION – A BOARD GAME OF THE “DISCOVERY, CREATION, LEARNING” PROJECT
    153-158
    Views:
    73

    The present study is a short introduction to the board game “Terraforming Mission”, which aims to provide and practice scientific knowledge with the help of gamification. The free game is great as an enriching element of talent programs.

  • MUSEUM PEDAGOGICAL WORKSHOP IN THE LIGHT OF THE IPOO-MODEL
    27-35
    Views:
    132

    With the spread of the visitor-friendly museum approach the professionals of the museum strive to address a visitor layer as wide as possible. It requires the professional interpretation of exhibitions for different ages. Thus, both the role of museum pedagogues and the museums as non-formal education space are appreciated increasingly. However, the nature of an exhibition also may be influenced in certain cases by the structure of the exhibition space. The Literature House of Debrecen is a long straight space divided into five smaller units, in which the permanent literature exhibition of Dreaming Hungarians can be found. The periodical exhibition with the title of ’REJTŐzködő Irodalom’ appeared in this space in a scattered way. The character of the exhibition space provided an excellent possibility for a mosaic layout and in this way for a gamified museum pedagogical activity. In our study, this method is examined in the light of the IPOO-model. The aim of the method is how to make the learning more efficient and it can also be used in an excellent way in the non-formal education environment where learning covers the presence of pieces of information conveyed by the exhibition.

  • THE "INNOVATIONS FOR SUSTAINABLE DEVELOPMENT" BOARD GAME MADE IN THE FRAMEWORK OF THE PROJECT "T.É.M.A." OF THE KOCKA KÖR ASSOCIATION
    143-149
    Views:
    90

    This article gives a short introduction to the board game "Innovations for sustainable development" and the project "T.É.M.A." (NTP-INNOV-22-0095) of the Kocka Kör Association (Hungary) in which frame this game is born. This board game aims to inspire innovative thinking in the area of sustainable development. The winner is who can play, learn and create ideas during interactions with others. By stimulating innovative thinking, the board game can be a tool for talent development.