Abstract
Generation Z differs from its predecessors in many ways. In general, they are characterized by an emphasis on a friendly atmosphere and pragmatism. They prefer to deal with root causes, solve real-life problems and take responsibility for their decision. An educational game is a safe environment that allows students to learn by immersing themselves in solving game-challenges as well as to be responsible for their decisions and actions. The conference paper will present theoretical backgrounds and goals of the newly created subject "Educational games" offered to in-service physics teachers as an optional subject in bachelor's degree. It was held for the first time in the academic year 2022/23, nine students took part in it. Seven of them provided feedback via an online questionnaire. Additional information was obtained from the analysis of semester papers. Expectations will be compared with experiences from the first year of the subject implementation. For most of the participants, the primary motive for participating in the course was their experience of non-formal education and the expectation of acquiring ideas for extracurricular activities. Only two students already had some idea of using the game in the physics education. Five students indicated a change in their understanding of the game as a teaching method. Possible directions for further development will be outlined.
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