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1.
高等师范院校音乐系培养学生专业能力具有现实意义。为适应高等师范院校向新型综合大学转变的新形势,提高高师音乐专业在音乐教育改革中的适应能力,应坚持以培养高师音乐系学生专业能力为突破口,以提高教学水平和提高就业为最终目的,积极探讨高等师范院校音乐系培养学生专业能力的有效途径和策略。  相似文献   

2.
本研究运用音乐团体辅导的多种方法对普通高中生进行了系统干预,旨在引导学生缓解考试焦虑、增强行为控制能力。数据显示:经过系列主题活动,学生的考试焦虑程度明显趋于合理,对考试的态度更为客观,个体在考试前后的种种负面情绪以及身体症状明显减少。同时,系列活动显著增强了学生的一般自我效能感。表明学生将音乐团体辅导选修课中激发的自我效能感迁移到了其他方面。这对于帮助学生处理学习和生活中的诸多问题和矛盾具有积极的意义。  相似文献   

3.
本文通过阐述对高等师范学校音乐系音乐欣赏课的重要性,论证音乐系各门专业课的教学质量与音乐欣赏课的必然联系。并从音乐教育各个专业的角度分别进行论证,阐述了音乐欣赏课程改革的必然性。重点论述了高师音乐系对于音乐教育专业的学生开设的音乐欣赏课程的具体方案,提出音教欣赏课更有效地教学方式是与其他专业课紧密结合,互为补充,从而更有力的促进素质教育的发展。  相似文献   

4.
全国高师音乐学科教育学课程改革与学术研讨会综述首都师大音乐系受国家教委体卫艺教司委托、8月中旬在京召开音乐学科教育学课程改革与学术研讨会。参加会议的代表有来自全国的高师音乐系、音乐院校师范系的部分系主任和任课教师六十余人。国家教委体卫艺教司副司长杨瑞...  相似文献   

5.
随着高等教育改革的不断深化,高师音乐 系钢琴课的改革势在必行。为了实现高师音乐系钢琴专业学生的培养目标、规范钢琴教学的内容、改进现行教学中的弊端,高师音乐系钢琴课学分制的设置确有必要。学分制的实行可改变目前高师音乐系钢琴教学中的无序、随意状态和教学质量参差不齐等不利于音乐教育发展的积弊。  相似文献   

6.
齐易 《保定师专学报》2003,16(3):110-112
在高等教育产业化形势下,由于近几年来不断地扩大招生规模,高师音乐专业演唱、演奏技能类课程教学有所变化。应正确认识高师音乐教育的培养目标,以对学生负责、对音乐教育负责的态度,根据目前的实际情况,灵活运用多种教学形式与现代化教学手段,促进教学质量的提高。此外,高师音乐系不能无限制地扩招。  相似文献   

7.
作为培养学校教育师资的高师音乐系、科,应根据2001年教育部制定的音乐课程标准,重视本地民间音乐的教学,对原有的教学体制进行改革。  相似文献   

8.
钢琴是学习音乐的重要工具。钢琴课是高师音乐专业的主干课。考入音乐系的学生,不论基础和条件如何,都必须修这一门课程。目前,学生入学时的钢琴基础普遍差,参差不齐,很多人不具备“童子功”的条件。即使从小学过钢琴的,由于大多数训练不正规,弹奏也极不规范;有的初中毕业后,在中师、幼师或音乐职高学过一、二年钢琴;有的为了应付升学考试突击学琴;有的只会弹奏考试的两首曲子;边远地区的学生,还是从未摸过琴的“白丁”。因此,要针对问题,把握教学中的关键环节,提高教学质量。  相似文献   

9.
白海燕 《教育与职业》2012,(17):149-150
文章以高师音乐专业小学期课程设置及实施为基本内容,结合作者在高师的音乐教学及小学期带队实践经验,从课程设置、小学期成本、学习兴趣、实践体验、强化训练、榜样的力量等多个角度探讨了高师音乐系小学期课程开设时所需的几个策略。  相似文献   

10.
高等师范院校音乐系的培养对象主要是未来中师和中学的音乐教师。学生质量的优劣,直接影响着全民族音乐素质乃至整体素质的提高,影响着整个下一代的音乐水平。作为高师音乐系的一门基础课,钢琴课的教育无疑是至关重要的。  相似文献   

11.
This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that interactions focused on game progress, rules, and turn taking with little exploration of strategies or the underlying mathematics. To compare the quality of teacher-student interactions during games with interaction quality during other instructional activities, we coded 5 videotaped lessons from each of the 14 classrooms. Statistical results from a dependent t test indicated that teacher-student interactions were of statistically significant lower quality during games than during non-game segments with similar instructional purpose. Teachers might benefit from additional curriculum support and training to implement games as rich mathematical learning opportunities.  相似文献   

12.
采用威廉斯创造性倾向量表,考察电脑游戏对中小学生创造性倾向的影响。结果表明,玩电脑游戏会对中小学生的创造性倾向产生影响,影响的主要因素有玩电脑游戏的时间长短、游戏场所以及游戏的类型。  相似文献   

13.
This study compared books with embedded computer games (via pentop computers with microdot paper and audio feedback) with regular books with maps, in terms of fifth graders' comprehension and retention of spatial details from stories. One group read a story in hard copy with embedded computer games, the other group read it in regular book format with a map. Students received no reading directions, or notification of upcoming post‐tests. Dependent measures included a post‐test of spatial questions about the story. Some questions addressed story items in both text and games. Other questions addressed spatial items in the text, but not in games. Participants who read books with embedded games scored significantly higher on all the post‐test questions, including spatial questions not addressed in games. This suggests that game play helped readers to create a mental model of the story setting, used in subsequent reading to visualise spatial propositions.  相似文献   

14.
In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. This paper reports research that compared the effectiveness of non-digital games with non-game but engaging activities as pedagogical tools for promoting mathematical learning. In the classrooms that played games, the effects of adding teacher-led whole class discussion was explored. The research was conducted with 10?C12-year-old children in eight classrooms in three Australian primary schools, using differing instructional approaches to teach multiplication and division of decimals. A quasi-experimental design with pre-test, post-test and delayed post-test was employed, and the effects of the interventions were measured by the children??s written test performance. Test results indicated lesser gains in learning in game playing situations versus non-game activities and that teacher-led discussions during and following the game playing did not improve children??s learning. The finding that these games did not help children demonstrate a mathematical understanding of concepts under test conditions suggests that educators should carefully consider the application and appropriateness of games before employing them as a vehicle for introducing mathematical concepts.  相似文献   

15.
This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paper-and-pencil drills, would be more effective in facilitating comprehensive math learning outcomes, and whether alternative classroom goal structures would enhance or reduce the effects of computer games. The findings indicated that computer games, compared with paper-and-pencil drills, were significantly more effective in promoting learning motivation but not significantly different in facilitating cognitive math test performance and metacognitive awareness. Additionally, this study established that alternative classroom goal structures mediated the effects of computer games on mathematical learning outcomes. Cooperative goal structure, as opposed to competitive and individualistic structures, significantly enhanced the effects of computer games on attitudes toward math learning.  相似文献   

16.
The use of simulation games in science education has been widely recommended for several years now, but this has not been supported by empirical proofs of their efficiency. Therefore, a study was undertaken to test the efficiency of lottery games for simulating chemical kinetics empirically in practical lessons. About 800 pupils and 37 teachers, chiefly from the upper secondary level of grammar schools, participated in the study. It could be shown that the games are most efficient for pupils taking advanced courses, that their efficiency was stable for a considerable time and that active playing with games yielded better results than the demonstration alone. The games were valued by the teachers as well as by the pupils as effective, interesting and comprehensible.  相似文献   

17.
This study employed a case study design (Yin, Case study research, design and methods, 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of constructionism. Ten fifth graders designed computer games using Scratch software. The results showed students were able to design functional games, following a learning-by-design process of planning, designing, testing, and sharing. Observations revealed that game design led to opportunities for informal knowledge building and sharing among students. This, in turn, encouraged students to test and improve their designs. The findings support the conclusion that elementary students can develop programming concepts and create computer games when using graphical programming software developed for their level of experience. Insights into the iterative process of learning-by-game design are presented.  相似文献   

18.
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do not. We therefore propose a serious game, COgnition‐based DEsign Rules Enhancing Decisionmaking TRaining In A Game Environment (Code Red: Triage), which is designed to empirically test a number of cognition‐based design guidelines in the context of crisis management training that ameliorate mental model construction. Our purpose is to come to a set of design guidelines through empirical experiments that enhance the instructional design of serious games and can be used in the development of future games. Furthermore a method is discussed to extract the mental structure players have built during gameplay.  相似文献   

19.
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the form of three-dimensional serious educational games, two-dimensional online laboratories, and traditional lecture-based instruction in the context of student content learning in science. In particular, this study examines the impact of dimensionality, or the ability to move along the X-, Y-, and Z-axis in the games. Study subjects (N = 551) were randomly selected using a stratified sampling technique. Independent strata subsamples were developed based upon the conditions of serious educational games, online laboratories, and lecture. The study also computationally models a potential mechanism of action and compares two- and three-dimensional learning environments. F test results suggest a significant difference for the main effect of condition across the factor of content gain score with large effect. Overall, comparisons using computational models suggest that three-dimensional serious educational games increase the level of success in learning as measured with content examinations through greater recruitment and attributional retraining of cognitive systems. The study supports assertions in the literature that the use of games in higher dimensions (i.e., three-dimensional versus two-dimensional) helps to increase student understanding of science concepts.  相似文献   

20.
尽管有大量研究已经证明暴力视频游戏与攻击行为之间的密切联系,但是有关亲社会视频游戏的潜在影响却没有引起重视。理论上讲,游戏角色采用非暴力方式互相帮助和支持的游戏会增加游戏者短期或长期的亲社会行为。Gentile等人采用3个国家不同年龄段的被试进行的相关研究、纵向研究和实验研究得出了一致的结果,验证了理论设想,同时为一般学习模型提供了强有力的支持。  相似文献   

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