Please use this identifier to cite or link to this item: https://scidar.kg.ac.rs/handle/123456789/22257
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dc.contributor.authorStevanović, Nenad-
dc.date.accessioned2025-04-09T09:16:55Z-
dc.date.available2025-04-09T09:16:55Z-
dc.date.issued2025-
dc.identifier.isbn9788676042425en_US
dc.identifier.urihttps://scidar.kg.ac.rs/handle/123456789/22257-
dc.description.abstractThe paper analyzes the educational potentials of video games within modern teaching and learning approaches, such as STEAM and STREAM models. Video games are seen as products of the culture of the contemporary information society, which in interaction with children acquire new qualities, meanings, and potentials and can have significant educational value and application. The entire process that occurs in the child’s interaction with the video game is considered, taking into account both the natural and social environment. The paper analyzes the potential of video games for developing a deeper understanding of the phenomena and processes occurring in nature and the systems of concepts, as well as for developing social relations, creativity, and emotions in children. First, the paper deals with the review and analysis of recent relevant research on the educational effects of video games, highlighting potentially positive effects for children’s development, but also possible limitations and undesirable effects of the presence of video games in children’s experience. The second section of the paper presents the results of the empirical research conducted with primary school teachers who use STEAM or similar approaches in their teaching on how they evaluate the pedagogical potential of video games. The preliminary results indicate that video games can be a very powerful medium in the effective implementation of the STEAM/STREAM model. The paper states that this is a very current topic that is constantly changing and that needs constant research and critical review.en_US
dc.language.isoenen_US
dc.publisherFaculty of Education, Jagodina, University of Kragujevacen_US
dc.relation.ispartofSTEM/STEAM/STREAM approach in theory and practice of contemporary education (2024; Jagodina)en_US
dc.rightsCC0 1.0 Universal*
dc.rights.urihttp://creativecommons.org/publicdomain/zero/1.0/*
dc.subjectvideo gamesen_US
dc.subjectSTEAM/STREAMen_US
dc.subjecteducational potentialen_US
dc.subjectteaching methodsen_US
dc.subjectdeveloping conceptsen_US
dc.titleEDUCATIONAL POTENTIAL OF VIDEO GAMES FOR APPLICATION IN STEAM/STREAM APPROACH IN TEACHINGen_US
dc.typeconferenceObjecten_US
dc.description.versionPublisheden_US
dc.identifier.doi10.46793/STREAM25.245Sen_US
dc.type.versionPublishedVersionen_US
dc.source.conferenceSTEM/STEAM/STREAM Approach in theory and practice of contemporary education (31. 05. 2024 Faculty of Education, University of Kragujevac)en_US
Appears in Collections:Faculty of Education, Jagodina

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