首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 586 毫秒
1.
针对国内高职院校教育游戏开发匮乏的现状,提出了以RPG为载体的任务驱动式教育游戏系统——《计算机信息技术基础》教育游戏的设计方案。系统从课程教学的内容和目标出发,实现在虚拟现实环境中对不同基础的学生进行有针对性的优化学习。  相似文献   

2.
数学教材往往是数学课程发展、研究过程及整个数学教育史中最为可靠和重要的历史见证,对于"定义"作为学校科目的数学、为学生创设学习机会、为教师提供工作及专业发展上的支持,数学教材都发挥着举足轻重的作用。数学教材中的内容、开发及其使用已然成为数学教育研究的重要主题之一。通过对第三届国际数学教材研究和发展会议(ICMT3)的大会报告及主题研讨的介绍,对数字时代下的数学教材在设计、内容、使用及评价等提出新的思考,也进一步揭示出对理解教材在数学的教与学的作用存在更大更高的需求。  相似文献   

3.
新课标侧重于对学生信息素养的培养和学生的学习能力的激发,游戏化教学顺应了新课标的这一要求,作为一种新型的教学方式它也备受广大师生的青睐,这种教学方式可以激发小学生的学习兴趣,培养学生的独立思考能力和对问题的探究能力。文章首先讲述了游戏化教学的必要性,其次讲述了游戏化教学的设计要求和基本的游戏设计,最后以具体的案例的形式展现了游戏化教学的优点和具体的教学效果。  相似文献   

4.
Much research attention has been focused on learning through game playing. However, very little has been focused on student learning through game making, especially in science. Moreover, none of the studies on learning through making games has presented an account of how students engage in the process of game design in real time. The present study seeks to address that gap. We report an exploratory embedded case study in which three groups of students in one classroom created a computer game designed to teach peers about climate science, while drawing on scientific knowledge, principles of game design, and computational thinking practices. Data sources were student design sheets, computer video, and audio screen capture while students created their game, and interviews after completing the curriculum unit. A theme-driven framework was used to code the data. A curricular emphasis on systems across climate systems, game design, and computational thinking practices provided a context designed to synergistically supported student learning. This embedded case study provides a rich example of what a collaborative game design task in a constructionist context looks like in a middle school science classroom, and how it supports student learning. Game design in a constructionist learning environment that emphasized learning through building a game allowed students to choose their pathways through the learning experience and resulted in learning for all despite various levels of programming experience. Our findings suggest that game design may be a promising context for supporting student learning in STEM disciplines.  相似文献   

5.
何东 《南昌教育学院学报》2011,26(6):111-111,113
课程标准强调"人人参与有价值的练习,人人都能获得必需的练习,不同的人在练习中得到不同的发展",要在"知识与技能、过程与方法、态度情感与价值观"三个维度上体现具体的学习目标,合理设计课堂练习是重要的教学环节,是巩固新授知识、培养良好思维品质重要途径。在课堂教学中改变传统练习模式显得尤为重要。本文主要从课堂练习的作用、设计的原则、用好用活课本例题习题三个方面探讨如何设计有效的高中数学课堂练习。  相似文献   

6.
《影视动画短片制作综合实训》课程的项目设计探讨   总被引:1,自引:0,他引:1  
项目牵引教学是动漫专业课程开发与建设的重要驱动力。本文主要阐述如何在基于动漫生产流程的前提下进行动漫课程的项目设计,如何认知《影视动画短片制作综合实训》课程项目设计的工作逻辑主线、典型工作任务、同步于完整的工作过程以及项目编排模式的多样化等四个主要方面的问题,以此为项目牵引动漫课程开发的教学实践提供一些理论的思考和指导作用。  相似文献   

7.
高校培养学生以就业为导向,以岗位需求为目标,使学生在校期间所学的知识,所掌握的技能为今后就业奠定基础。在《小学英语教学法》课程中,我们探索游戏教学法。小学英语教学模式活泼、内容新颖,运用游戏教学来激发儿童学习英语的兴趣,适合儿童发展的要求。本文从教学实践出发,探讨了小学英语课堂中进行游戏教学的适用性,并分析了如何在小学英语课堂中利用游戏来组织教学。  相似文献   

8.
9.
Higher education policies are increasingly focused on graduate learning outcomes, which infer an emphasis on, and deep understanding of, curriculum development across degree programs. As disciplinary influences are known to shape teaching and learning activities, research situated in disciplinary contexts is useful to further an understanding of curriculum development. In the life sciences, several graduate learning outcomes are underpinned by quantitative skills or an ability to apply mathematical and statistical thinking and reasoning. Drawing on data from a national teaching project in Australia that explored quantitative skills in the implemented curricula of 13 life sciences degree programs, this article presents four program-level curricular models that emerged from the analysis. The findings are interpreted through the lens of discipline-specific research and general curriculum design theories to further our understanding of curriculum development for graduate learning outcomes. Implications for future research and to guide curriculum development practices in higher education are discussed.  相似文献   

10.
文章以《幼儿园游戏》课程教学为例,主张运用自主学习方式培养学生的创新思维能力;通过设置幼儿园活动情境模拟室,以任务驱动为导向,优化学习方法,对任务驱动教学模式在幼儿教师教育课程改革中的运用进行了探讨。  相似文献   

11.
Abstract

This mixed methods study examined how engagement in robotics and game design influenced students’ self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students’ self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that computer programing was challenging, but students enjoyed the tasks, added elements of culture in some cases, and valued the agency the tasks provided. Focal students were also able to make connections to STEM-related careers. Observational data demonstrated that focal students exhibited substantive CT during robotics and moderate CT during game design. Results support the idea that robotics and game design may be used to broaden underrepresented students’ participation in STEM.  相似文献   

12.
应用型本科院校体育不可能齐头并进,通过资源、课程、教学等要素开发优势体育项目将有利于应用型本科院校体育的可持续发展;本文基于理论思考,明确了资源开发的基本路径,构建了课程开发的基本框架,理清了教学开发的基本思路,对应用型人才培养必将产生积极效应。  相似文献   

13.
随着网络的发展,网络游戏作为一种产业发展迅猛,它的出现同时也给当前教育带来一些负面的影响。从知识载体、认识工具、学习过程、创造活动等方面展开,分析网络游戏在网络教育中扮演的角色,以虚拟学习环境为应用范例,探讨其在网络教育中的积极意义。  相似文献   

14.
新一轮数学课程改革在课程目标、课程内容、教学方式、教材编排方式和评价方式等方面发生了深刻的变革,这些变革促进了中小学数学教育的发展.不过,课程改革也出现了一些问题,引发了一些论争,如关于数学生活化的论争、关于数学"双基"的论争、关于学习方式转变的论争、关于几何课程改革的论争和关于教材编排方式的论争等.检视这些论争并对其进行理性思考,有助于推动课程改革健康发展.  相似文献   

15.
信息系统设计与开发是一门综合应用型课程,传统教学模式并不适合该课程的教学.分析了信息系统设计与开发课程教学目前存在的问题,从多方位教学相结合、项目驱动式教学、综合量化考核、教材资源整合等方面进行了教学改革探索,收到了良好的教学效果.  相似文献   

16.
牛玲 《成才之路》2021,(15):102-103
幼儿时期是语言发展的黄金时期,将游戏运用于幼儿园语言教学,能激发幼儿学习兴趣,调动幼儿学习的积极性,提高语言教学效果。在幼儿园语言教学中,教师要更新教育观念,优化游戏方案设计;善于观察思考,开发游戏教学资源;尊重理解幼儿,科学指导游戏过程;注重教学评价,促进幼儿全面发展。  相似文献   

17.
This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins’ (Interaction ritual chains, Princeton University Press, Princeton, 2004) sociology of emotions framework, our analysis of field notes and video data reveal how the original intended curriculum hindered the generation of positive emotions, mutual foci of attention, and feelings of group solidarity—factors important in the generation of successful group interactions. In response to teacher and student expressed emotions, we took these factors as a guide for redesigning the program curriculum and implementation in order to foster a more positive emotional climate and redirect students’ positive emotions toward engagement in learning goals. This study’s implications point to the possibilities for designing curricula and program implementations to engender more emotionally responsive environments for STEM learning.  相似文献   

18.
对于教科书问题,目前过多的集中在"教教科书"与"用教科书教"以及教科书理论研究层面,而在真实的课堂教学中关注教科书研究问题却少有问津。课程标准指导下的新教材,其内涵已融入新的理念。基于个案研究分析以了解在真实的历史教学活动中教科书是如何影响教师的教授和学生的学习方式,换一种视角来探讨研究新课程下教科书变革问题比起纯理论说明也许会给我们今后使用或研究教科书更多启示。  相似文献   

19.
在新课程标准的感召下,作为教师认真思考,希望通过一些途径使孩子们因乐学而好学,并在游戏中培养学习的主动性,拓展学生思维,培养学习兴趣。  相似文献   

20.
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks. Effective gamification design should understand the game personalities of learners, social engagement styles, and intrinsic- and extrinsic-motivated user styles initially and evaluate and select appropriate game mechanics, game dynamics, to create ideal gamification instructions. The research question this study investigated is: How will four types of gaming personalities (i.e. Explorer, Socialiser, Killer and Achiever) predict the level of game dynamics in online discussion environments? This study concluded that examining how gaming personalities relate to game dynamics in a gamified online discussion instruction is not sufficient to design effective gamification. It suggests future studies in game instructions should focus on the relationships between game dynamics, gamification contexts, gaming personalities or preferences, dynamic gaming engagement styles, etc.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号