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641.
本文对单招政策特点及招生的生源进行分析,提出针对性的数学教学改革意见.对高职数学教学内容改革采用从"专业中来,到专业中去"的理念,设置"理论与实验"并进且与专业知识对接的教学内容;充分利用学生手机及计算机网络改变传统的教学方式;采用"理论+应用+实验"考核评价方式,更全面客观的评价学生的成绩,这些改革方案的系统实施,能大大提高教学质量.  相似文献   
642.
作为语用学中两个重要的原则,合作原则和礼貌原则是人们在社会语言行为领域研究出来的重大成果。在理论化的合作原则和礼貌原则与现实文化背景相结合后就会碰撞出新的火花。本文通过介绍中西方人们在交流中所运用的合作原则和礼貌原则的不同来探讨中西方文化上的差异。  相似文献   
643.
随着我国留学生教育事业的快速发展,教育部决定自2010年9月起对中国政府奖学金本科留学生新生进行预科教育,并在北京语言大学、天津大学、山东大学、南京师范大学等8所高校建立了预科培训基地。面对这种新的形式,针对河北省高校进行来华留学预科教育总体设计及其质量保障机制研究,对于推动建立河北省留学生预科培训基地,带动河北省高校对外汉语教学工程建设,吸引更多的留学生到河北省高校接受学历教育,提高河北省留学生教育在国内外的影响力具有重大的理论价值和现实意义。  相似文献   
644.
This paper reports on the understanding of three key conceptual categories relating to the kinetic particle theory: (1) intermolecular spacing in solids, liquids and gases, (2) changes of state and intermolecular forces and (3) diffusion in liquids and gases, amongst 148 high school students from Brunei, Australia, Hong Kong and Singapore using 11 multiple-choice items that required students to provide explanations for their selection of particular responses to the items. Students’ responses to the items revealed limited understanding of the particle theory concepts, with nine alternative conceptions held by more than 10% of various samples of students. Also, 40.5–78.4% of all students indicated consistent understanding relating to the three conceptual categories based on their responses to the 11 items. However, when their explanations were taken into account, very few students displayed consistent understanding of the related concepts.  相似文献   
645.
教学平台的存在是开展教学活动的环境与基础,对于电子电工课程群来说也不例外。以电子电工课程群教学平台所具有的作用作为基本出发点,论述包括教学体系、教学模式、教学考核方式与手段、师资团队建设及创建一流的平台运行环境在内的电子电工课程群教学平台应用策略。  相似文献   
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While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to the use of gamification and game-based learning by university educators. A search of multiple databases (Web of Science, Scopus and EBSCO (Business Source Complete; ERIC; Library, Information Science & Technology Abstracts)) identified 1330 articles, with 1096 retained after duplicates were removed. Seventeen articles (11 quantitative, two mixed-methods and four qualitative) were included in the systematic review. The primary drivers described by the educators that positively influenced their gamification and game-based learning usage were their beliefs that it encourages student interactions and collaborative learning; provides fun and improves engagement; and can easily be used by students. Alternatively, the university educators' major barriers included a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues. Many of these and other less commonly reported drivers and barriers can be categorised as attitudinal, design-related or administrative in nature. Such categorisations may assist university educators, teaching support staff and administrators in better understanding the primary factors influencing the utilisation of gamification and game-based learning and develop more effective strategies to overcome these barriers to its successful implementation.

Practitioner notes

What is already known about this topic

  • Gamification and game-based learning may have many benefits for university students.
  • The majority of university educators do not routinely use gamification and game-based learning in their teaching.

What this paper adds

  • University educators' major drivers that positively influence the use of gamification and game-based learning include their perceptions that it encourages student interactions and collaborative learning, provides fun and improves engagement and can easily be used by students.
  • University educators' major barriers that negatively influence the use of gamification and game-based learning include their perceptions of a lack of time to develop gamification approaches, lack of proven benefits and classroom setting issues.
  • These drivers and barriers may be classified as attitudinal, design-related and administrative, with these categories providing a useful way for universities to develop strategies to better support educators who wish to use these approaches in their teaching.

Implications for practice and policy

  • Attitudinal factors such as university educators' intention to use gamification and game-based learning are influenced by a host of their perceptions including attitude, perceived usefulness and ease of use.
  • A range of design-related and administrative barriers may need to be overcome to increase the use of gamification and game-based learning in the university sector.
  相似文献   
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