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Education and Information Technologies - Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning...  相似文献   
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The study presents the results of a pilot implementation of the Content and Language Integrated Learning in OpenSimulator Project-CLILiOP. Content and Language Integrated Learning together with constructivism provided the theoretical basis of the project. A multi-user virtual environment was developed using Opensimulator, which entailed a tour of the students’ avatars on a virtual island where they viewed and exchanged information in the English language regarding geographical terms and concepts. The project’s duration was ten weeks. A total of 105 students participated, divided into three groups: one used the application, the second was taught the same cognitive material using a conventional teaching method, but still under the scope of CLIL, while the third was conventionally taught. Results indicate that the learning outcomes of CLILiOP were better compared to the other two teaching methods, but also underline the need to further investigate the uses of 3D multi-user virtual environments in second language learning.  相似文献   
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The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6–7, 8–9, and 11–12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital games are used quite extensively for educational purposes, they are scarcely used for teaching Mathematics. The games were developed by the classes' teachers using Microsoft's Kodu Game Lab. The learning outcomes were compared to two other groups of students. The first was taught using the model proposed by Driver and Oldham while the second was taught conventionally. Data was collected using questionnaires and evaluation sheets. A total of 201 students participated in the study coming from three schools in Athens, Greece. Results indicated that students in the games group outperformed, in most cases, students in the other groups. Students' views for the games were highly positive. The implications for software engineers and education administrators are also discussed.  相似文献   
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