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1.
龚腾龙 《海外英语》2012,(7):113-115
Vocabulary acquisition is increasingly viewed as crucial to language acquisition.Meanwhile,learning vocabulary is often perceived as a tedious and laborious process.Chinese students usually feel bored in vocabulary lessons because they have not changed their learning habits,such as writing word on paper,trying to learn by heart.To help students find vocabulary lessons more interesting,we can use games.This paper analyses the traditional method of teaching vocabulary is not effective,whereas there are some advantages of using games,such as,games bring in fun,games are motivating and create context for language use and then gives two examples of applying games in my vocabulary teaching.Students prefer games and puzzles.Games motivate and entertain students but also help them memorize and recall the material easily.The conclusion is that learning vocabulary through the games is an effective and interesting means which should be used in any classrooms.  相似文献   

2.
教育学视角中的游戏包括外显行为层面的游戏和内在精神层面的游戏。游戏在科学课教学中的运用有坚实的哲学、生理学、心理学依据,它能提高学生学习科学课的兴趣,能使学生在最好的状态中进行科学的学习,能促进学生学习科学所必备的身心素质的发展,能使科学课注入人性的因素。我们可以通过让游戏作为一种精神存在于科学课之中,使游戏成为科学课教学活动开展的形式和手段的两种方式使科学课教学和游戏更好的结合。  相似文献   

3.
This paper is a response to ??Challenges and Opportunities: Using a science-based video game in secondary school settings?? by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as ??gamer culture?? and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.  相似文献   

4.
This study examined the effects of using an online flexible educational game on students’ attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game’s effectiveness on changing students’ attitude. The participants of the study were 79 students who were randomly assigned to a control and treatment group, as well as four coordinator teachers. The game was configurable and it was used as a supplementary teaching method. The intervention lasted 14 weeks and the data collection was based on quantitative measures and interviews. The results of the analysis indicated that the game approach was effective on improving students’ attitude towards mathematics and that it also resulted in better learning outcomes in the treatment group as compared to that of the control group. Furthermore, it was shown that the gender of the students did not influence the positive effect of the game on students’ attitude. These results suggest that the incorporation of flexible games into the traditional teaching of mathematics could possibly bring beneficial effects.  相似文献   

5.
This article describes HOPSCOTCH, a design concept for an exer-learning game to engage elementary school children in learning. Exer-learning is a new genre of digital learning games that combines playing and learning with physical activity (exercise). HOPSCOTCH is a first design concept for exer-learning games that can be applied to support the acquisition of factual knowledge. HOPSCOTCH is based on the popular playground game in which a course is drawn on the pavement with numbers that indicate the course to be hopped. In two exploratory studies at a German elementary school, we investigated the potential of HOPSCOTCH to engage students, as well as to facilitate the acquisition of factual knowledge (English vocabulary) and to improve the attitudes of students towards learning English as a second language. The results of these studies indicated that the students remembered and correctly spelled about the same number of new vocabulary words after learning with HOPSCOTCH as they did after a teacher-centred lesson. Importantly however, the students enjoyed playing this exer-learning game very much and they reported better attitudes towards studying English after learning vocabulary with HOPSCOTCH compared to a teacher-centred lesson. These encouraging first results support the assumption that HOPSCOTCH as a design concept may have the potential to actively engage players in learning activities leading to a virtuous circle of reduced low level disruption and self-exclusion, increased assimilation of knowledge and greater engagement in lessons to the benefit of the whole class, not just the better-motivated individual. As such we suggest that exer-learning games could serve as additional classroom control and teaching aids in schools.  相似文献   

6.
Educational researchers have indicated that although computer games have the potential to promote students’ motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers’ acquisition of light and shadow concepts. The participants were randomly assigned to either an experimental group or a control group and played a computer game with or without self-explanation prompts individually as a treatment. Students’ conceptual understanding was evaluated through a pretest and a posttest administered right after the treatment. The results revealed that by controlling the pretest scores, students who played the game with self-explanation features did not outperform those who played the game without any prompts in the posttest. Further analyses of the experimental group students’ responses to the self-explanation prompts also indicated that the students with more correct responses to the prompts did not perform better than those with lower accuracy rates. The deficits in the use of self-explanation prompts are identified, and possible improvements to enhance the function of self-explanation in educational games are proposed.  相似文献   

7.
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students’ interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged students, are limited. This article presents the results of a pilot study that utilized the educational game Run Marco for teaching basic programming concepts to primary school students. Students’ performance was studied through specially designed worksheets, while their acceptance of the intervention was evaluated through a questionnaire that was based on the principles of the Technology Acceptance Model (TAM). The results of the pilot study showed that the educational game supported students in comprehending basic programming concepts, while the results regarding the acceptance of its usage in the learning process were quite positive. However, the game did not succeed in raising students’ interest as expected and further research is necessary in order to study the reasons for this fact and make informed choices on designing and utilizing such games.  相似文献   

8.
There are limited studies with conflicting results examining textbook use and student performance at the university level. To learn more, we surveyed instructors and over one thousand students in 12 undergraduate introductory science courses. The majority (77%) of the students reported reading the textbook either “often” (>75% of the assigned reading) or “sometimes” (25%–75% of the assigned reading). Those who read “often” had better final marks those who read “sometimes,” but surprisingly, those who reported “rarely” reading the textbook did as well as those who read “often.” Perceptions of the usefulness of the textbook were generally more favorable in courses in which some marks were based solely on the readings. We conclude that there appears to be different types of learners: some may need to read the textbook “often” to do well, while others do not.  相似文献   

9.
<动物寄生虫病学>课程是动物医学、兽医公共卫生、实验动物等专业学生重要的专业课程之一,长期以来所采用的传统教学方式已经难以适应新形势的发展需要,必须进行相应的教学改革.我们针对农业院校本课程教学过程中普遍存在的问题,通过教学大纲的修订、教学内容的调整、教学方法与手段的改进、实验实践教学环节的强化、考试方法的改革等措施,对课程进行了建设和改革.通过一段时间的实施,本课程建设与改革初步取得了一定的成效,成为了一门有自身特色、教学内容新颖生动、教学方法与手段先进、教学效果较好的课程,提升了我校人才培养的质量.  相似文献   

10.
大学生体育选项课的现状调查与分析   总被引:1,自引:0,他引:1  
采用问卷调查法对嘉应学院大学生体育选项课进行了调查研究。结果表明:大学生对体育选项课表示满意或基本满意的在80%以上,只有1.1%的学生表示很不满意;有65.7%的大学生认为体育课很重要,只有2.7%的大学生认为体育不重要;大学生对体育项目的选择男、女有别,男生大多喜欢参与趣味性、娱乐性、对抗性、激烈性强项目,如篮球、足球、乒乓球和羽毛球等,而女生多选择身体接触少、运动量可大可小的项目,如健美操、羽毛球、乒乓球和武术;影响大学生体育选项课的主要因素是兴趣与爱好(74.3%)、场地器材(23.1%)、运动项目的特点(22.7%)、增进健康(14.2%)、体育考试的难度(11.3%)等;学校场地及器材短缺(64.O%)、所开设的课程不够(41.3%)等是影响体育选项课最主要的两大因素。  相似文献   

11.

Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on insights from cognitive load and game design theory, in which players solve mathematical problems competitively and creatively. To investigate the effects of the game on achievement and motivation, we ran an experiment with fifth- and sixth-grade students. Our results show that students who played the game achieved better math results than those who did not. We did not find any significant differences in math motivation. Another promising finding, albeit beyond the scope of our hypotheses, relates to the potential effects of math games on student behavior.

  相似文献   

12.
Second‐career individuals are entering the teaching profession in greater numbers. These older, mature individuals bring diffent experiences to teaching than do younger, traditional preservice and beginning teachers. Lyle, a second‐career teacher, began his first year of teaching in a junior high school, a setting that did not allow him to teach in ways that he believed he should. This paper presents a record of Lyle's struggles as he negotiates the role of teaching and his relationships with students. The conclusions examine some factors that mitigated against Lyles’ smooth transition into the teaching profession and suggest that second‐career teachers such as Lyle may be disadvantaged by traditional teacher education programs, the pressures under which they accept teaching positions, and their sometimes distant perspective of teachers, teacher's work, and students.  相似文献   

13.
随着信息技术的发展,教育游戏在教学过程的应用越来越广泛,但学界对其应用效果仍颇具争议。为考察教育游戏对学生学习效果的影响,文章采用元分析法,对教育游戏的实验与准实验研究进行了梳理与分析,发现:相较于传统教学方式,教育游戏对学生的学习效果产生了中等程度的正向影响。之后,文章将学科、知识类型、故事情节、参与方式、研究设计类型作为调节变量,检验了调节变量对研究结果的影响。依据元分析结果,文章针对未来教育游戏应用提出了建议,包括依据不同学科特点设计相应的教育游戏、依据知识类型特征选择合适的教育游戏、增强教育游戏情景设计、增加小组参与的教育游戏模块、注重研究设计的多元化等。  相似文献   

14.
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   

15.
The act of revising is an important aspect of academic writing. Although revision is crucial for eliminating writing errors and producing high-quality texts, research on writing expertise shows that novices rarely engage in revision activities. Providing information on writing errors by means of peer feedback has become a popular method in writing instruction. However, despite its popularity, students have difficulties in leveraging the potential of peer feedback: feedback uptake is low and students engage in little revision. Instructional support might help learners to make sense of peer feedback and to reflect on the provided information more deeply. The present study investigated the effect of sense-making support on feedback uptake as well as on revision skills, in particular problem detection and problem correction. In an experimental study, 73 university students were randomly assigned to conditions with or without sense-making support. The results indicate that feedback uptake improved concerning two out of three variables: students in the condition with sense-making support made fewer new errors and rejected more incorrect feedback comments. Students’ revision skills only improved with regard to problem detection. Overall, we were able to show that peer feedback alone might not be sufficient to make successful changes in the text and improve revision skills. Sense-making support proved to be effective to some extent and partially helped to maximize the benefits of peer feedback.  相似文献   

16.
Studies of the way games and gaming align themselves with the pedagogy of the humanities have left behind a key discipline: that of literary studies, as opposed to literacy studies, a far more common concern among scholars who have examined the impact of games on university and secondary teaching. This paper considers the reasons for such a lacuna of the literary and enters into a philosophical critique of the grounds on which games have been advanced as a tool for pedagogy in recent work. Interrogating recent scholars’ use of epistemological and sociological paradigms, the paper advances a more liberal and sophisticated concept of the game that better answers the needs of students and teachers in the literature classroom. It concludes with two examples of worked games that have significant potential to enhance learning.  相似文献   

17.
中职生网络游戏成瘾的现状调查分析   总被引:2,自引:0,他引:2  
对浙江237名在校中职生问卷调查发现,中职生网络游戏成瘾比率高于同龄青少年;男生上网游戏成瘾的比率高于女生;学业成绩差的网络游戏成瘾率高于成绩一般的,而成绩一般的高于成绩优秀的;二年级学生网络游戏成瘾率高于一年级,一年级高于三年级;网络游戏成瘾者的社会支持低于非成瘾者,在社会支持利用度上二者存在显著差异。解决中职生网络游戏成瘾问题,需要国家、社会、学校、家庭多管齐下,加以预防,以促进他们的成才。  相似文献   

18.
宋文钦 《中国德育》2007,2(10):30-32,41
体育游戏蕴含着丰富的教育因素。以往我们过分关注游戏在体育课堂教学中身体塑造的感性层面,忽视了体育游戏在培养公民意识方面的作用。体育游戏中关于公民意识培养的教育因素没有得到充分认识。游戏内在自由、秩序、平等、公正的特质是现代公民的内在要求。通过游戏向学生灌输公民意识已然成为培养现代公民的又一途径。  相似文献   

19.
通过问卷调查法抽取360名大学生进行调查,结果表明:大部分学生对体育教师安排的游戏并认为体育游戏的奖惩制度是有必要的。大部分学生喜欢集体趣味性游戏的奖惩模式,学生的认识和奖惩的模式及其难度对奖惩的实施、奖惩效果有着较大的影响。  相似文献   

20.
Reviewer comments in research articles such as journal papers or dissertations guide students during the revision process to improve the quality of their articles. Our goal is to make the comments more meaningful to the students’ revision process. Revision involves implicit cognitive processes and ICT has the potential to make such processes explicit. Previous research into the cognitive processes involved in revision has shown that novices focus on local, sentence level revision while expert writers focus on global revision of ideas or restructuring of arguments. For better quality writing, students should focus more on global revision. The reviewer comments can either trigger more meaningful global revision (content-related comments) or local revision (non content-related comments). In this paper, a machine learning algorithm was applied to classify the comments in academic drafts in our laboratory as either content-related or not. Reviewer comments in academic article drafts are usually short. Therefore, this research applied a Support Vector Machine (SVM) algorithm for the classification, which is one of the most common machine learning algorithms for short texts. Performance evaluation was based on the measures of accuracy, precision and recall for the non content-related comments. Using cross validation, highest scores of 86%, 89% and 89% were achieved for accuracy, recall, and precision, respectively. The results demonstrate the success of the automatic classification, which can be applied to filter out non content-related comments so that the students focus first on revising the content-related comments. In this way, the students can increase their awareness of the importance of global revision.  相似文献   

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