MODEL PROGRAMIRANEGA HEVRISTIČNEGA ANIMIRANEGA FILMA, KI OMOGOČA NEPOSREDNO MANIPULACIJO VSEBINE IN JE PRI POUKU V OSNOVNI ŠOLI NAMENJEN UČENJU NA PRIMERU LOGIČNE NALOGE
A MODEL OF PROGRAMMED-HEURISTIC ANIMATED MOVIE WITH DIRECT MANIPULATION OF THE CONTENT INTENDED FOR LEARNING ON AN EXAMPLE OF A LOGICAL TASK IN ELEMENTARY SCHOOL CLASS WORK
Slavoljub Hilcenko
Advanced School of Vocational Studies for Education of Teachers Subotica
Vladimir Jerkovic, M.Sc.
Manager of the City library ’’Karlo Bijelicki’’ Sombor
Abstract
The video games entice the attention of a huge number of users all over the world by its graphics, multimedia, interactivity-direct manipulation of the animation process, dynamics and plot. However, its contents do not hold an educational dimension. The video games are by their nature ’’unpredictable and suspense’’ concerning the achievement of the goal-the end of game. Regarding this, they are unsuitable for the educational process. Yet, what makes these games interesting, concerning the educational aspect, is the facility of the ’’choice of action’’, the main actor within the video game, will undertake. The objective of this article makes the model presentation of the branched-heuristic learning with direct manipulation of the animated content being part of the animated movie. The illustrated logical task is very effective for learning and stimulates functional thinking in elementary school pupils. The model is applicable for each an every school subject.
Key words: Programmed learning, heuristic model, animated movie, direct manipulation of animated content, functional thinking.