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1.
竞争合作教学模式有利于提高学生发现问题、解决问题的能力,而教育游戏对教学的促进作用也获得越来越多的认可.文章以建构主义学习理论为指导,应用WPF+XML以及多点触控技术,研究开发出了一款小型的教育游戏创作工具,以期将教育游戏和竞争合作教学模式有机结合起来,通过教育游戏的形式来运用竞争合作教学模式,使学生在潜移默化中掌握知识,培养学习兴趣和竞争与合作的意识和能力.  相似文献   

2.
在小学数学教学中,数学教师应用游戏进行游戏化教学,可以使数学教学活动更具吸引力,促使学生积极投入到数学知识的学习中,并扎实掌握数学知识。基于此,本文对游戏化教学在小学数学教学中的应用展开了研究,希望可以促进游戏化教学的推广,并提高小学数学的教学效率。  相似文献   

3.
目的:探讨多点触控虚拟解剖系统在耳鼻咽喉科教学中的应用。方法:选取苏州大学医学院临床医学专业本科生的两个班级学生(A和B班),A为对照组,B为观察组,对两组学生分别进行传统教学以及多点触控虚拟解剖系统教学并评估学习效果。结果:观察组学生中同意新教学模式可提高学习热情、提升实践水平、拉近师生关系、强化知识点记忆以及树立团队合作意识的人员数量显著大于对照组(P<0.05);且在理论知识、考试成绩方面优于对照组(P<0.05)。结论:多点触控虚拟解剖系统在耳鼻咽喉教学中的应用存在重要的意义与价值。  相似文献   

4.
对各种资源的指挥调度能力是管理部门信息化程度的重要标志。对平板电脑、多点触控、移动GIS等技术进行了介绍,并结合新技术对下一代应急联动指挥调度系统进行了设计和研究。  相似文献   

5.
游戏化学习日益受到中美两国学者的关注,成为学界热点的研究议题。为了更好地了解中美两国在游戏化学习领域的现状和发展态势,文章采用Biblioshiny文献计量工具梳理和剖析中美游戏化学习研究的格局与热点、主题演变历史与发展趋势。研究发现,整体上中美两国游戏化学习研究呈现齐头并进的增长态势,我国游戏化学习研究的主题分布更加广泛,美国游戏化学习研究注重理论研究。文章进一步从研究热点、研究趋向、研究格局等几个方面对中美游戏化学习研究的共性与差异进行了比较分析,在此基础上提出了我国游戏化学习研究有待进一步发展的方向,为我国游戏化学习理论研究和实践创新提供参考。  相似文献   

6.
初中物理中有许多动手实践内容,游戏化教学可以激发学生的求知欲望,提高学生学习的积极性.教师在教学中可以借鉴游戏的趣味性,遵循适应性、平衡性、开放性原则,以游戏化的方式展开实验教学,注意提升自身素质,做到适当干预、严格把控、寓教于乐,将游戏和教学有机融合,培养学生的学习兴趣,锻炼学生动手操作能力,推动游戏化教学的开展.  相似文献   

7.
作为一种独特的教育资源,数字化教育游戏注重心流体验和学习沉浸,在改善学生学习效果方面被寄予厚望。基于数字游戏的游戏化学习方式也一直被教育研究者高度关注,并展开了大量的研究。那么,游戏化学习方式在改善学生学习方面到底有没有作用?如果有,作用有多大?如果没有,什么原因造成的?这些问题是目前学界十分关心的问题。为此,研究利用元分析法,从总体效果、不同学段、不同知识类型、不同学科等多个方面,对国内外35项游戏化学习实验报告的结果进行了定量分析,比较客观地审视和评价了游戏化学习方式对学生学习效果的影响。分析结果显示:(1)总体来看,游戏化学习对学生学习效果具有较大程度且积极的影响;(2)游戏化学习对学生学习效果的影响不受知识类型、学段等调节变量的影响;(3)游戏化学习方式在不同学科的实验结果存在差异性。透过这些研究也可以看出,教育游戏若要真正融入学校教育生态还面临着不小的挑战,在获得支持、提供更多选择、降低制作技术门槛、研究有效的应用模式、改变攸关方的态度和认知等方面还需要做大量工作。  相似文献   

8.
《华章》2012,(22)
长城为嘉翔Z-760-Z756600EN配备了支持多点触控的21.5英寸屏幕,整个外观设计以中国风为理念,在黑色为主的机身中加入红色饰边的点缀,让产品外观沉稳而不失活力。对多点触控功能的支持加上5到15度的俯仰角度调节范围,  相似文献   

9.
《远程教育杂志》2009,(5):68-68
【本刊讯】数字游戏化学习是一个生机勃勃的新生领域。数字技术的发展,数字游戏化学习已愈来愈趋于多样化。同时,数字游戏化学习亦受到一般数字游戏的挑战,如何将学习者对游戏的兴趣转化为对学习的动机,成为该领域研究者的一个难题。为了深入讨论和交流数字游戏化学习,  相似文献   

10.
为了掌握国内近三年游戏化学习相关研究进展情况,本文以2015年至今CNKI全文数据库中"游戏化学习"相关文章为样本,采用文献综述与内容分析法,对样本文章数量分布、研究类别分布、相关研究热点进行了梳理和分析,并提出混合式学习有望成为未来游戏化学习主阵地、内容与逻辑是游戏化学习设计主要着力点、游戏化学习要有社群意识三点思考,以期为今后该方面的研究提供借鉴。  相似文献   

11.
Educational technology research and development - In a game-based learning (GBL) environment for seventh-grade students, this study investigated the impact of competition, engagement in games, and...  相似文献   

12.
Educational technology research and development - Prior studies on game-based learning provide limited and mixed results in the transfer of skills learned during game play to contexts outside of...  相似文献   

13.
招聘与录用课程是人力资源管理专业的一门核心课程,具有较强的实践性,单一的课堂讲授法并不能满足学生需求。游戏化学习在移动互联网时代作为一种新型学习方式正越来越受到人们的重视,将游戏化学习引入招聘与录用课程符合时代需要。通过剖析游戏化学习的发展现状和实施的意义,分析游戏化学习的应用条件,创新和设计游戏化学习新模式,认为在实施游戏化教学时应该把握好游戏与课程的融合度、充分了解学生需求、完善游戏规则和注重游戏的长期激励性。  相似文献   

14.
Educational technology research and development - This paper examines whether using From Here to There! (FH2T:E), a dynamic game-based mathematics learning technology relates to improved early...  相似文献   

15.
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students’ learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of Chinese poetry, while it is difficult for students to understand why poets write these poems, resulting in learning confusion. This paper implemented a digital game-based situated learning system based on Tang Dynasty poems for learning Chinese poetry to simulate the situations of hardship encountered by poets when writing poetry in animated form to help junior high school students in Taiwan to have greater understanding when learning the content of Chinese poetry. The research results show that students who used the Gourd Tang Dynasty system in game-based instruction had significantly better learning achievements than students who underwent traditional narrative instruction. Among them, students in the low learning ability group improved in their grades significantly more than students in the high learning ability group in terms of their Tang Dynasty poetry learning. Furthermore, the authors examined the predictive relationships between perceived ease of use, perceived usefulness and behavioural intention related to the digital game-based situated learning system for Chinese language poetry. The factor of perceived usefulness was a key factor in the students’ positive attitudes towards the digital game-based situated learning system. There were no significant differences with respect to individual characteristics (i.e. gender, online game experience and digital learning experience). The results demonstrate that this type of system can be widely accepted by students with different learning experiences.  相似文献   

16.
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging students’ learning of science and enhancing student motivation. We discuss the design of the environment and present research conducted. Our findings demonstrate that the design of an engaging, interactive environment using a game-based approach can help students have fun while learning.  相似文献   

17.
Preparing Instructional Designers for Game-Based Learning: Part 1   总被引:1,自引:0,他引:1  
《TechTrends》2010,54(3):27-37
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game developers may know little about training, education and instructional design. In this three part series of articles, four recognized and emerging experts in instructional game design discuss their perspectives on preparing instructional designers to optimize game-based learning. In Part I, we set the context for the series of articles and one of four faculty members who teach a graduate level course on game design discusses what he believes instructional designers should know about instructional game design based on his experiences. Part II will present alternative perspectives from two additional faculty members who teach courses in instructional game design, and Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

18.
Educational technology research and development - This study investigated and compared the effectiveness of both digital game-based learning (DGBL) and static e-learning material for Newton’s...  相似文献   

19.
Preparing Instructional Designers for Game-Based Learning: Part 2   总被引:2,自引:0,他引:2  
As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.  相似文献   

20.
The impact of the Covid-19 pandemic has presented challenges in medical education particularly, with development of online learning in a short time period. Notably there has been a significant increase in the use of digital technology applications to meet this challenge. For instance, in the first quarter of 2020 the game-based software Kahoot! reported a threefold increase in players and a fivefold increase in asynchronous learning globally. However, there is limited research into the use of game-based digital technology applications such as Kahoot! and the associated learning theories, particularly in histology, anatomy, and medical education. This scoping review explored the utilization, outcome scores, and student perceptions of learning with the application of Kahoot! in histology, anatomy, and medical education. Online databases were used to identify articles published between 2013 and 2021 from which 12 articles were included in the review. The majority of articles supported positive student outcomes including improved collaborative learning, improved knowledge of content, attendance, and participation. Minor negative aspects included increased time on task, overwhelming learning content, and distractions due to gadgets. None of the articles included a control group. The main educational theories identified were active learning followed by social and constructivism learning theory. In light of the Covid-19 pandemic a rapid and fundamental shift in how digital applications are being used in educational institutions has evolved. Further research on learning frameworks and studies with control groups is required to evaluate Kahoot! as a potentially valuable online application in histology, anatomy, and medical education.  相似文献   

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