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 437 毫秒
1.
2.
Olympic games     
乒乓球tabletennis拳击boxing篮球basketball柔道judo足球football摔跤wrestling排球volleyball跆拳道taekwondo网球tennis网球tennis马拉松赛跑marathon羽毛球badminton接力赛relayrace曲棍球hockey跨栏hurdle手球handball竞走walk水球polo短跑dash垒球softballrace棒球baseball长跑long-distancerace橄榄球rugby跳高highjump游泳swimming铅球shot射击shooting铁饼discus跳水diving标枪javelin击剑fencing体操gymnastics平衡木balancebeam高低杠unevenbars鞍马sidehorse单杠horizontalbar吊环rings双杠parallelbars自由体操freeexercise五…  相似文献   

3.
I like watching Olympic games not only because it is exciting, but also because I can learn so much from it. When i watch the Marathon game, I see that the athletes have ran for 40 kilo miles but they don' t give up until the last moment. They make me believe that I should be unremitting in my life.  相似文献   

4.
I like watching Olympic games not only because it is exciting,but also be-cause I can learn so much from it.When I watch the Marathon game,I see that the athletes have ran for40kilo miles but they don’t give up until the last moment.They make me be-lieve…  相似文献   

5.
Learning the fundamentals of probability and random variables can be a struggle for many students. Games by their nature require active participation and reward mastery, lending naturally to the framework of active learning. In this study, we designed and evaluated the efficacy of a lab activity using a game where strategy hinges on sums of dice to teach about linear combinations of independent random variables. We found that both activities lead to improved understandings of course concepts, but the dice game provided increased student engagement and interest.  相似文献   

6.
The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper focuses on how video games, particularly massively multiplayer online role-playing games (MMOs and MMORPGs for short) that allow interaction with other players, can play a part in players' moral and character development. Although there are many games with moral content, the MMO game World of Warcraft (WoW for short) is used as an illustrative example because of its popularity, to demonstrate how players, through game content and game play, are confronted with moral dilemmas which demand decision-making, social obligations and responsibilities, perspective-taking and empathy, perseverance and delayed gratification.  相似文献   

7.
The astronomy concepts of 345 young people were studied over a 10‐year period using a multi‐media, multi‐modal methodology in a research design where survey participants were interviewed three times and control subjects were interviewed twice. The purpose of the research was to search for evidence to clarify competing theories on conceptual coherence versus knowledge‐in‐pieces, distinguishing between coherence as revealed in the representational systems at any particular stage in a young person’s development and the changes evident in mental growth thereafter. Thus five research questions concerned with the elements and structure of understanding were investigated: (1) conceptual coherence shown as patterns of high correlation of concept representations between the media used to assess subjects’ understanding within a survey, as well as (2) coherence revealed as consistency of representation of those concepts across media and modalities; (3) enhanced conceptual understanding and skill through repeated interviews across (longitudinal) surveys, as young people develop their knowledge; (4) cultural similarity in subjects’ representations of basic static concepts (e.g. the shape of the Earth); and (5) improved understanding of basic dynamic concepts (e.g. the motion of the Earth) and complex dynamic concepts (e.g. seasons and eclipses), through “knowledge‐skill compounding”. The research findings supported conceptual coherence and rejected the counter argument of knowledge‐in‐pieces (at an alpha level of .05). Further research is recommended to replicate current research in cultures other than those of China and New Zealand studied here to confirm the view that cognition and knowledge are inherently coherent in young people.  相似文献   

8.
9.
10.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   

11.
Significant barriers to using digital games in classrooms exist despite evidence to indicate digital games can enhance academic achievement. This qualitative, grounded theory study purports an interpretive understanding of the experiences of 13 Australian teachers who have used immersive digital games (IDGs) in the classroom. These teachers participated in in-depth, semi-structured interviews that were one to two hours in duration. A key finding of this study is that teachers who use IDGs in the classroom can experience varying degrees of alienation from their teaching colleagues. This paper presents a model of the process of ‘Feeling Alienated’ experienced by some educators using IDGs in their classrooms. It begins with ‘the lone believer’ teacher who has strong beliefs in the value of using IDGs for student learning. Resentment by some colleagues, curriculum and classroom concerns, and insufficient advocacy contribute to the lone believer feeling alienated. This leads the lone believer to minimise the impact of their use of IDGs. The study concludes that, whilst negative teacher attitudes towards the use of IDGs in the classroom persist, the potential impact of IDGs in the classroom will not be fully realised.  相似文献   

12.
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   

13.
This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers’ perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional Technology and Material Design. The data were collected through focus group interviews, observations, and journals. The results indicated a perceived improvement in TPACK. Moreover, participants described initial difficulty designing educational computer games since they had limited technological knowledge (TK), design knowledge (DK), or experience designing educational computer games (TPACK). However, during the game design, specific TPACK was disseminated, and participants reported increased abilities in using technology and designing computer games for educational purposes.  相似文献   

14.
This article, based upon the field of comparative didactics, seeks to contribute to the identification of generic and specific features in the teaching and learning process. More particularly, its aim was to examine, through the study of two different school subjects: biology and English as a second language, how passive didactic differentiation can develop and account for the gap in progress growing between more-able and less-able students. For our analysis, we adopt a didactic viewpoint basing our study on what is going on in the class when the teacher and her students interact and use notions borrowed from the Joint Action Theory in Didactics. At the end of the article, we mainly argue that more teacher training focused on ‘objects of learning’ and ‘knowledge-in-use’ is necessary if we want teachers to be able to produce didactic milieus adapted to students with mixed abilities and, more generally, if we want to increase epistemic access.  相似文献   

15.
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   

16.
In this review, we present an argument for the need to support young adult’s civic engagement and we explore the role of online games in supporting such engagement. In doing so, in the first section of the paper, we offer a definition for civic education and citizenship alongside a discussion for the pedagogical frameworks that better support young adults’ development of related skills. Following that, we synthesize existing research findings on the role of online games in supporting young adults’ civic engagement. Based on the outcomes of this review, in the last section of the paper, we offer a set of game design principles alongside suggestions for pedagogical approaches and organization of learning environments that have the potential to maximize young adults’ civic engagement.  相似文献   

17.
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel “Xiao-Mao” (Pussy) by designing a role-play digital game “Taiwan Epic Game” about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with virtual scenarios. Questionnaire surveys were conducted to investigate the effects of the digital game. The simulationist immersion premises were chosen to be the primary concern, with which the designers should pursue the supreme creation of situation, character, setting, and system. The results showed that the game can effectively enhance players' cognitive growth, as well as cultural awareness in terms of the sense of existence of the environment, local culture, folk arts, faith and festivals, and architectural characteristics. It can be concluded that the three-dimensional simulated learning environment created in the digital game can successfully merge “reality” and “virtuality.”  相似文献   

18.
In the companion article, Spirit of the Game: Empowering Students as Designers in Schools?, author Cher Ping Lim puts forth strong arguments supporting the creation and use of curricular, educational games in our schools and education. His essay ends with the question ‘Can students build such games?’ This paper responses to this question and provides examples of how students can design and build games within the school curriculum to enhance engagement in the classrooms. Two approaches are suggested: Mini‐game‐based curriculum and complex game for entire course.  相似文献   

19.
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science education standards and reform documents worldwide. Overall, the review suggests that digital games can support science learning across the four strands but also suggests that there are few strong quantitative studies examining some of the strands. Much of the research conducted to date has centred primarily on the potential of games to scaffold conceptual knowledge, engagement and participation. Less research has focused on epistemological understanding and science process skills. While much debate has asked whether digital games are ‘good’ or ‘bad’ for learning, the research across the strands highlights that the design of digital games, rather than their medium, ultimately determines their efficacy for learning.  相似文献   

20.
This study used a large-scale cluster randomized longitudinal experiment (N = 719; 35 schools) to investigate the effects of online mathematics mini-games on primary school students’ multiplicative reasoning ability. The experiment included four conditions: playing at school, integrated in a lesson (Eschool), playing at home without attention at school (Ehome), playing at home with debriefing at school (Ehome-school) and, in the control group, playing at school mini-games on other mathematics topics (C). The mini-games were played in Grade 2 and Grade 3 (32 mini-games in total). Using tests at the end of each grade, effects on three aspects of multiplicative reasoning ability were measured: knowledge of multiplicative number facts, skills in multiplicative operations, and insight in multiplicative number relations and properties of multiplicative operations. Through path analyses it was found that the mini-games were most effective in the Ehome-school condition, where both students’ skills and their insight were positively affected as compared to the control group (significant ds ranging from 0.22 to 0.29). In the Eschool condition, an effect was only found for insight in Grade 2 (d = 0.35), while in the Ehome condition no significant effects were found. Students’ gameplay behavior (time and effort put in the games) was in some cases, but not always, related to their learning outcomes.  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