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 250 毫秒
1.
通过对中国人民大学复印报刊资料《教育学》转载论文的统计分析,可以看出,2011年教育学研究的热点集中于教育公平、学前教育、公民教育、教师专业发展、教育评价等问题,质性研究方法、教育隐喻、儿童游戏等也是教育学研究的重点问题。在未来教育学研究的发展中,将关注社会主义核心价值体系教育、义务教育均衡发展、教育投入及经费支配等问题。  相似文献   

2.
在数字化游戏中教师应该扮演什么样的角色,是作为旁观者还是参与游戏其中,是此类游戏设计的一个难点。分析在数字化教育游戏中教师应该扮演的角色。  相似文献   

3.
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based learning research that attempts to harness the motivating qualities of digital games to inform the design of educational technology. Results from this research demonstrate student participation and performance can be improved by providing Game‐Based Feedback (GBF) to students. The GBF approach awards points to students for the successful completion of tasks throughout a course of study. Points and achievements accumulated over time builds a profile that provides a student with a potentially powerful representation of their educational identity. In this paper, we argue that virtual worlds are particularly suitable for this form of GBF and can further enhance a student's understanding of their educational standing. We outline a Virtual Learning Landscape (VLL) design that is embedded within a multi‐user virtual environment, where educational feedback is supplied to students via their avatar and a virtual world's landscape. The core structural principles of the proposed VLL are explained and several examples of the use of the VLL are provided to illustrate the system.  相似文献   

4.
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and outcomes of game-based learning, relatively little attention is paid to student perceptions and voice. In order to effectively target game-based learning pedagogy, it is important to understand students' previous experience, if any, of the use of games in the classroom, and what they made of these. In this paper, we present findings from a survey of 270 primary and secondary school students in Year Levels 4–9 (aged 9–14) in 6 Queensland schools at the start of a 3-year Australian Research Council project researching the use of digital games in school to promote literacy and learning.  相似文献   

5.
With a starting point in the tradition of geisteswissenschaftliche Pädagogik, this article presents a challenge to inclusive education research to engage a Continental perspective on educational research. The motivation is to entice inclusive education researchers to begin to ask educational questions of inclusion, as opposed to inclusive questions of education. Recent years has seen a call to re-think inclusive education research and this paper attempts to answer this call by turning to a Continental perspective and the emphasis on an at least relative autonomy for the theory and practice of education. The article explores the relationship between Continental and Anglo-American educational theory, and why they seem to have developed in such distinct directions. Beginning with the Anglo-American perspective, it is outlined how pedagogy and the so-called educational interest became replaced by the scientific standards dominant in other academic disciplines. This is countered by a look at the continued endeavours in the Continental spheres to formulate specifically educational criteria for educational processes. This leads to a negative aim in the form of arguing against neo-liberal policy and the politicisation of inclusive education, and a positive aim in the form of an argument for a move towards constructing a pedagogical ideal of inclusion.  相似文献   

6.
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   

7.
Since the early 1990s interest has surged in developing edutainment software, namely applications that possess the allure of electronic games while achieving educational goals. In the rush to adopt this new seemingly harmless technological fad, both educators and parents overlooked its long-term harmful effects. The aim of this article is to draw attention to these effects, particularly to the inflated expectation in the learners that the process of learning should always be colourful and fun, and that they can acquire information without work and serious study. It argues that what is essential is realizing that education is concerned with the development of cognitive structures and that educational technology is a medium, not a pedagogy that is useful in creating such learning environments. In this context, it may be time to examine critically the educational potential of edutainment software together with the advantages and disadvantages it might bring to the instructional process. The discussion begins, after a brief definition of edutainment, with an understanding of what technology and education entail. Then the discussion broadens to a critique of problems with edutainment drawing on the findings of educational psychology.  相似文献   

8.
This paper addresses the issue of how games can reshape education by describing current educational practices. It argues that there are conservative camps that emphasize structure and development of basic literacy and numeracy skills in education as well as liberal camps that emphasize immersion, and notices that both camps fail to train students able to address the crisis of innovation. A post-progressive pedagogy that integrates both structure and immersion to address this innovation crisis is described in the paper. It is also emphasized that epistemic games can serve as excellent tools at the hand of this post-progressive pedagogy.  相似文献   

9.
马爱爱 《成才之路》2020,(6):102-103
教育游戏作为一种新型教育模式,在幼儿园得到了广泛的应用。教育游戏不仅可以吸引幼儿的注意力,提升教学质量,使游戏在幼儿教育中得到更好的运用,还可以激发幼儿的思维能力,让幼儿在游戏过程中获得知识,使学习更加有趣。文章基于教育游戏在幼儿教育中的重要性,对幼儿园游戏化教学策略进行探讨。  相似文献   

10.
中国教育学的科学概念是中国教育学思想理论体系的基础,对教育学思想理论水平起着决定性作用。我们认为,中国教育学主要有五个科学概念:教育、教育创造、教育课程、教育教学和教育管理,并构成为一个统一整体。其中,教育创造是贯穿于统一整体的灵魂。建构中国教育学的基本科学概念具有非常重要的理论与实践价值。  相似文献   

11.
关于发展教育学的理论思考   总被引:2,自引:0,他引:2  
发展教育学缘起于发展理论研究向教育领域的深入和教育学科自身建设的传统及需求两个方面,是上述两种力量合乎逻辑的时代“交汇”。“发展”一词丰富的内涵和外延,决定着发展教育学具有广泛性、动态性、开放性、发展性等学术特征。发展教育学以“发展”的观念审视、理解、预测教育,以期能更好地促进教育发展。要使发展教育学具备更强的解释力与实践力,就必须对教育事实与教育价值作全方位的分析与阐释。以发展的眼光去理解教育,就必然会进行多门学科的交汇,形成一系列具有学科特质的发展教育学领域。发展教育学的直接着眼点是教育实践与理论中的各种各样的问题域。  相似文献   

12.
Pedagogy: the silent partner in early years learning   总被引:1,自引:0,他引:1  
This paper sets out to look critically at the influences on pedagogy in early years education, at the ways in which it is enacted in practice and the pedagogical perspectives held by practitioners. The aim of the paper is to explore the current state of understanding and suggest areas to be included in an agenda for future research. The factors that influence practitioners’ actions are reviewed and the consensus around child‐centredness and play is challenged. Findings from two studies of pedagogy in action in the early years are presented and examined in terms of sociocultural theory and its implications for practice. The first of these studies draws attention to the varied nature of pedagogical interactions that support learning while the second looks at the experience of pedagogical innovation. The need for researchers and practitioners to find effective ways of communicating and working together is stressed throughout the paper.  相似文献   

13.
Has ICT changed education? Has the reformative, humanistic and emancipatory role that many educators have envisaged for ICT in education been realized in the reality of classrooms? Bearing in mind these two critical questions, the present paper attempts to approach the visionary narrative of the so-called information society (in recent times also referred to as knowledge society) and the rhetoric underlying the role of ICT as an agent for change and a substitute for education. Latest international facts and figures are examined with the purpose of assessing the realization of this role and raising critical arguments against the idea of perceiving ICT as the totem of educational change. From this evidence, it is argued that educational media and tools cannot revolutionize, but can only strengthen, further and reinforce established educational goals, curriculum contents, teaching and learning methods. This leads us to conclude that, as the educational use of ICT becomes assimilated, it mirrors and to a certain degree broadens or exacerbates prevailing socio-economic problems and current educational conditions. Thus the main focus of the paper is to attempt to redefine and re-approach the role of ICT from a human and democratic standpoint. It concentrates on ICT success stories, which seem to whisper the critical pedagogy tale. These stories serve as an avenue for reflecting upon the liberating possibilities of ICT, which can flourish when they are embedded in an alternative and progressive educational setting. In such an educational context, ICT represents an interesting, challenging and essential educational theme, one of the necessary keys for unlocking, understanding and participating in a competitive, demanding and insecure world. On the other hand, critical use of ICT tools enhances, promotes and extends democratic curriculum practices, processes and structures by offering students and teachers a multiple set of media and tools for expression, interaction, creation, reflection, analysis, construction, communication and meaning making. Focusing on students’ participation in common life as critical, knowledgeable, conscious and able citizens appears to bring about a new conception of ICT, namely a critical pedagogy and pedagogy of praxis perspective towards ICT. Yet, for such a focus to prevail we need to change our view of what it means to educate and what it means to be educated.  相似文献   

14.
教育学曾是教育科学体系当中一门显学。但这样一门重要的学科多年来却不断受到质疑,尤其随着社会思想的变迁和教育本身的发展,教育学的学科定义和内容都发生了重大的变化,这种变化突破了我们多年来习惯使用的一些教育学范式,并对许多基础性的教育概念提出了疑问。近年来探讨教育学体系和研究范式的转换成为教育研究的一个重要分支,并促进了教育理论的新发展。  相似文献   

15.
教育学作为一门学科,在中国一开始就是“进口”而来的,人们形象地称它是“舶来品”。教育学的引进与教育学的中国化几乎是相伴而生的,教育学中国化经历了六个阶段。解决教育学中国化问题,应注意中国的教育实际,使用科学的研究方法,正确处理学术研究与意识形态的关系,提倡教育学原创性研究,正确处理传承民族文化教育传统与借鉴国外教育理论之间的关系。  相似文献   

16.
Since 2003, the Vietnamese government has prioritised curriculum reform efforts and commitment to improving the quality of the national curriculum. The Vietnamese early childhood education renovation has encountered considerable changes and challenges, particularly in the area of pedagogical approaches. Many early childhood teachers continue to favour direct instruction over more appropriate teaching practices for early childhood. This paper reviews the implementation and renovation of the revised curriculum over the past 10 years in Vietnam, and examines the changing realities of early childhood teachers' work to explore ways to implement and sustain changes in pedagogy in Lam Dong Province, Vietnam. The paper explores how changing societal expectations and the changing educational philosophies and resultant pedagogy have impacted on the beliefs and practices of early childhood teachers. The teaching profession, as a whole, is facing ongoing change and challenge; not only are ongoing educational reforms redefining teachers' work, but increasing teacher attrition and turnover also creates problems for Early Childhood Education and Care (ECEC) in Lam Dong province. The paper concludes with suggestions for areas for future research in Vietnam in the field of ECEC.  相似文献   

17.
The development of digital skills for all is a key focus of many educational policies across the globe. Despite the significant attention paid to the nature and suitability of such policies targeted at young people, there has been far less focus on digital skills policies targeted at adults. This article contributes to this literature. It outlines current digital skills policy in England. Having established this background, it analyses 30 interviews with digitally competent adults from lower socio-economic backgrounds about their experiences of learning to use the Internet. In doing so, the article highlights that a narrow and instrumental digital skills agenda is emerging in the education of adults, driven by the needs of the commercial sector, that is in stark contrast to the experiences, motivations and hopes of adults who learn about, and use, digital technologies. Reframing digital skills as part of a broader adult education agenda may offer a way to facilitate the development of digital literacies that individuals seek.  相似文献   

18.
The goal of the following study is to identify a pedagogic signature, according to LS Shulman, for working with students who have special educational needs. Special educational needs are defined as significant limitations in personal development and learning which require particular educational measures beyond regular education. The development of a pedagogic signature should create an identity and provide guidance, particularly for teachers who are working in the context of inclusive schools with no prior knowledge or training in this regard. The study is carried out against the background of the structural uncertainty of the teaching profession and takes into consideration existing normative, theoretical and empirical approaches in education. Existing research regarding demands is largely theoretical, while empirical research is rudimentary. The present study used a multi-method approach to identify demands for working with students with special educational needs. Experts in the areas of learning disabilities and emotional/behavioural disorders completed an instrument from the field of industrial and organisational psychology, quantifying and weighting professional demands on teachers according to their importance. The results were added and validated through group discussions, creating a demand profile. By combining the results with the dimensions of a signature pedagogy, according to Shulman, it is apparent that surface structure and deep structure play a minor role in the perceptions of special needs teachers. The central importance of the implicit structure is characteristic of the pedagogic signature. This importance is represented by the target group’s emphasis on demands such as having an appreciative leadership or authenticity. An even greater emphasis is placed on the aspect of attitude – this is having a humanistic ethos. The demand profile and the resulting consequences for the practice of teaching will be considered with a view towards current problems and questions in research and practice, and particularly with regard to inclusion.  相似文献   

19.
阙华萍 《天津教育》2021,(9):175-176
目前,幼儿教学越来越受到家长和教师的重视,幼儿时期是孩子快速成长和发展的重要时期,在幼儿时期对孩子开展美术教学对培养孩子健康成长具有重要作用,本文提出将民间游戏与绘画教学相结合有利于培养孩子的美术学习兴趣和提升孩子的各项能力。具体的,教师可以选择将“比手影”“捉迷藏”和“过家家”民间游戏与绘画教学相结合,通过将游戏与绘画相融合开展幼儿绘画教学活动,有利于锻炼孩子的动手能力、观察能力和表达能力等,同时对于孩子身心健康发展具有重要作用。  相似文献   

20.
In their paper, Mu?oz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing ??educational?? games, Mu?oz and El-Hani take a more creative route and include games such as Fallout 3? precisely because they are popular and they reproduce ideological and violent representations of gender, race, class, nationality, science and technology. However, there are many questions that arise in bringing these commercial video games into science classrooms, including the questions of how students?? capacities for critical reflection can be facilitated, whether traditional science teachers can take on the role of using such games in their classrooms, and which video games would be most appropriate to use. In this response, I raise these questions and consider some of the challenges in order to further the possibility of implementing Mu?oz and El-Hani??s creative proposal for generating culturally sensitive science classrooms.  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