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1.
论英语口语教学中的游戏运用   总被引:3,自引:0,他引:3  
在英语口语教学中,教师应尽力在口语课上为学生提供交际机会,创造交际环境。“游戏”是一种行之有效的锻炼交际能力的方法。它能帮助教师激发学生学习兴趣,并为学生提供交际机会,增强学生的自信心,使其在轻松愉快的气氛中提高口语交际能力。  相似文献   

2.
介绍了通信系统与通信博弈,证明通信博弈的任何一个Nash均衡都等价于博弈的由策略激励约束所定义的一个相关均衡,说明了显示原理的作用,指出对任一通信系统,通信博弈可能有很多均衡,且这些均衡会等价于不同的相关均衡.  相似文献   

3.
Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are both instructive and modifiable by learners. If game design is to be used as a pedagogical tool in this manner, emphasis should be placed on the concurrent development of critical makers. In this paper, we advance the notion of connected gaming through positing a conception of a critical maker. To accomplish this, we look to the arts as a domain where pedagogical approaches are in place from which the game-based learning community can draw insights from, along with an overview of the potential challenges and opportunities that may accompany any attempt to develop critical makers.  相似文献   

4.
In this interpretive study of children’s social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because children’s interactions are considered to be important learning opportunities, the prevalence of video games in child care settings and the implications of their use should be studied more closely.  相似文献   

5.
信息化游戏产品趣味性强对儿童吸引力大,但多以“静态游戏”“人机互动”为主,包含信息量大但内容成人化,缺少人与人、人与自然的交流。儿童家庭游戏信息化在为儿童的生活、游戏、学习带来便利的同时,使得传统儿童家庭游戏面临“失传”可能,影响儿童身体和心理的健康成长,对儿童意志力、思维能力、认知能力的提高具有一定的负面作用,也可能导致儿童家长“榜样力量”的缺失,甚至传导形成青少年时期的“网瘾”。因此,引导儿童有限度的接触家庭信息化游戏,重视玩伴的力量,提高儿童的传统家庭游戏比重,制定“家规”营造良好的家庭生活环境,将有利于儿童家庭游戏的科学开展。  相似文献   

6.
韩颖 《海外英语》2012,(17):97-99
Games are an indispensible part of Communicative Language Teaching(CLT).They not only reduce EFL learners’ stress and increase their learning motivation,but also improve their communication competence and promote fluency.It is advocated that games should be implemented by EFL teachers in CLT,meanwhile paying attention to the communicative characteristics of games in the application and design of games.  相似文献   

7.
国外自闭症儿童游戏及游戏干预研究进展   总被引:1,自引:0,他引:1  
国外关于自闭症儿童的游戏水平、游戏行为等方面的研究表明,自闭症儿童的游戏呈现水平低,象征性游戏少的特点,但自闭症儿童现有的游戏水平也可以为干预提供契机。自闭症儿童的游戏干预有两种取向:一是以应用行为分析、关键反应训练等为代表的行为主义取向游戏干预;二是以基于发展、个别差异和人际关系的模式、整合性游戏团体等为代表的发展取向的游戏干预。研究者在分析国外已有研究的基础上,进一步讨论了游戏干预中游戏的目的和作用、治疗关系的重要性及游戏干预的取向等问题。  相似文献   

8.
Spirit of the game: Empowering students as designers in schools?   总被引:1,自引:0,他引:1  
The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators who are interested in exploring the use of computer games in schools with information and ideas about how these games may be effectively used to engage students in their learning. This paper questions whether the empowerment of students to create games for one another based on the school curriculum may address the insignificance of computer games in the sociocultural setting of the school. Both papers have been commissioned by Microsoft (Asia‐Pacific) under the Partners‐In‐Learning Initiative. Under this initiative, Microsoft establishes partnerships with ministries of education, national and local government bodies, and other stakeholders to empower students and teachers to realize their full potential, mediated by information and communication technologies.  相似文献   

9.
曾静 《南阳师范学院学报》2012,11(9):89+94-89,94
农运会筹备建设期的投资将不断拉动南阳经济增长.农运会举办期间,直接消费需求将对南阳的服务业产生直接的促进作用,带动大量的就业.对农运会后可能出现的低谷效应提出了相应的对策,避免会后闲置,克服低谷效应.  相似文献   

10.
This paper explores teachers’ beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities games-based learning created for students who had previously been positioned in narrow, limiting, or marginalized relationships to academic achievement or social acceptance. In describing teachers’ beliefs about the various lines of flight that games-based learning was able to spark, the paper argues the importance of continuing to explore how at-risk learners might benefit from particular uses of games in schools.  相似文献   

11.
A predominant area of instruction in school physical education programs is game play. Effective decision making is important to the successful execution of skills. Unfortunately, the task of teaching effective decision making in varying game situations is not easy. The demands of the game require far more than simply physical skillfulness. Game play is interwoven with numerous decision-making opportunities for the participant. Successful game players must make these decisions in an effective and timely manner. The purpose of this article is to compare two models of game instruction: the technique model and the “games for understanding” model. This analysis indicates that the games for understanding model provides a more viable way of teaching strategic decision making for game players. Included will be discussions on the various theories that contrast the two approaches. A final section provides suggestions for future research into the validity of the “games for understanding model.”  相似文献   

12.
游戏是深受学生欢迎的活动。把游戏广泛应用于英语教学能为英语学习创造逼真的,富于交际的语言环境,极大地提高他们运用英语的能力。本文主要讨论游戏在英语教学中的地位和作用、游戏在英语教学中应用的步骤和方法、开展游戏应注意的几个问题。  相似文献   

13.
Boys are less likely to receive praise and recognition for good schoolwork, to consider school important, and have fewer opportunities to do the things that they do best (Lopez and Calderon in How America’s boys become psychological dropouts. The gallup blog, 2013). Traditional school cultures have come in conflict with the normal and natural ways that boys behave. As a result, boys have had alienating experiences and high levels of disengagement and lowered academic success in school due to rejection of boy culture, which includes aggressive play, competition, and violent fantasy. The purpose of this study was to explore ways in which we can re-engage boys and enhance their learning opportunities in traditional classroom settings. Boys are drawn to video games, which offer a unique environment where they can engage in learning activities. By taking seriously the indigenous knowledge of this portion of boy culture, we may identify ways in which their expertise can become useful towards common learning goals (Carr-Chellman 2007; Carr-Chellman and Savoy 2004). The current analysis represents the first of a multiphase study that uses an interpretive lens within a CHAT framework to identify relevant learning in Commercial of the Shelf (COTS) games. This phenomenological design identifies learning accounts that map to the United States Common Core State Standards. Our findings suggest that engaged learning can occur for these boys as a result of playing games. COTS games engage boys in normal and natural ways, and consequently can be relevant learning tools that educators, researchers and instructional designers might employ toward traditional learning objectives.  相似文献   

14.
This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that interactions focused on game progress, rules, and turn taking with little exploration of strategies or the underlying mathematics. To compare the quality of teacher-student interactions during games with interaction quality during other instructional activities, we coded 5 videotaped lessons from each of the 14 classrooms. Statistical results from a dependent t test indicated that teacher-student interactions were of statistically significant lower quality during games than during non-game segments with similar instructional purpose. Teachers might benefit from additional curriculum support and training to implement games as rich mathematical learning opportunities.  相似文献   

15.
Although it may not be possible for pupils with severe learning difficulties to communicate fluently with other people, they can be helped to do so to the limits of their capacity. Margaret Mackay, head of Lochgelly North School in Fife and Dr Judith Watson, Professional and Curriculum Support Studies Department, Moray House College, Edinburgh, describe a series of games which have helped to improve children's communication skills.  相似文献   

16.
"小先生制"是人民教育家陶行知先生倡导的学生自主管理的教育方法。在幼儿教育管理中,通过在班级常规管理、教学活动、游戏活动和家庭教育等方面应用"小先生制",可以明显提高幼儿的自我管理能力、交往能力与合作能力。  相似文献   

17.
随着北京2008年奥运会的到来,全民关注体育的热情达到了空间的程度。国外大量媒体报道体育赛事都要用到体育英语,这门专业性很强的语言有着鲜活的特色,经常出现在体育新闻中,广泛地被体育记者们用于各种体育报道。而在各种英语体育新闻中,专业性的词汇和句型层出不穷。了解并掌握它们的特点,对于把握最新国际体育方向和了解最新体育赛事都有着很实用的指导意义。  相似文献   

18.
The article investigates several ways in which creating, entering, and playing games requires uniquely human levels of intelligence. It examines an element of our evolutionary heritage and the possibility that games (particularly in the form of sport) were among the first elements of culture. It describes sport as a “way of knowing,” a species of intellection that permeates expertise in all domains of human behavior. Finally, it evaluates the credentials of sport as a form of communication, a way of seeking and sharing meaning, a method by which we tell our stories. This portrayal shows how and why sporting acts transcend animal play, mechanical movements, habitual behavior, and any prudential rationale related to self-preservation, health, and fitness. In short, it explains why playing games counts as smart.  相似文献   

19.
游戏与学习研究新进展   总被引:1,自引:0,他引:1  
随着计算机游戏在图形、复杂性、交互和描述等方面越来越复杂,多种类型的游戏已经在市场上占有重要地位,计算机游戏正成为文化的一部分。游戏与学习的关系成为越来越多的研究者关注的重点。本研究综述的目的是提供关于计算机游戏产业、市场和文化等现状的一个概述;对游戏与教育相关性研究的主要进展提供概览,并对该领域的相关文献进行概述;为教育研究共同体和游戏开发商等就如何在学习资源设计中使用游戏技术进行交流提供基础;为教育共同体在教育环境中使用数字游戏的讨论提供基础。同时本研究还以恰如其分的语气承认,在现有的教育体制和学习模式下,应用游戏的一些障碍和挑战。不仅如此,在这篇研究综述中,作者还为设计者、研究者和政策制定者提出了如何将游戏的一些本质特点融入学习资源和学习环境设计中的一些方法,而不仅仅是像今天教育游戏给学生提供的似乎像糖衣的"趣味性",只是使学生完全沉浸其中。  相似文献   

20.
3-6、7岁是学前儿童空间能力发展非常重要的时期。丰富的空间信息加工经验,能够促进与空间思维相关的神经回路的建立,为儿童空间能力的发展奠定生理基础,使儿童对空间智力活动感兴趣,减少空间能力的性别差异。在这一时期,为儿童提供有语言指导的建构类、设计类、地图类游戏,鼓励儿童运用与空间思维相伴随的手部动作帮助其解决问题,允许儿童进行自由的感知运动活动,增加动画片和儿童书籍中与空间智力活动有关的内容,都是促进学前儿童空间能力发展的较为有效的方法和途径。  相似文献   

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