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 15 毫秒
1.
    
This study examines a Victorian geographical card game entitled The Counties of England published by Jaques & Son. Advertised as highly instructive and educational, it was designed to teach children about the principal towns in each county, their products and notable buildings. The aims of the study were to discover whether the information printed on the cards accurately reflected the towns’ main features and if the number of cards allocated to each county was representative of its population size. The study found that many towns included in the first edition of the game were accurately represented, but later issues, despite some modification, carried somewhat outdated information. Counties with large populations were also generally allotted more cards. Several factors were identified as possibly influencing which towns were selected and how they were presented, including tourist appeal, the card designer’s interests and knowledge and the rules and conventions of the game.  相似文献   

2.
    
The conservativeness of Georgian grammar schools used to be emphasised; however, as the case of geography teaching shows, this picture is complex with the growth of British trade and empire and the requirements of polite society and culture fostering a demand for ‘modern’ subjects. Drawing on work in the history of education, Georgian society and culture and the history of geography, this paper argues that there was considerable change and development in geographical teaching in some grammar schools stimulated by changes in the nature and perceptions of ‘classical’ education and increasing demands for ‘modern’ subjects. It contends that Robert Mayhew’s emphasis on the continuity of the early‐modern humanist textual geographical tradition within grammar schools does not sufficiently account for changes in teaching practices that occurred in these institutions. It explores how and why geographical subjects were introduced in grammar schools, including the role of teachers such as John Clarke and John Holmes, institutional government and external bodies, and assesses the importance of opposition to this process.  相似文献   

3.
元代传人的回回天文学及其影响   总被引:2,自引:0,他引:2  
元代回回天文机构的设置、回回天文仪器的制造、回回天文书籍的引进及万年历、回回历的修订,说明回回天文学成就已在中国得到充分运用,其对中国天文学的影响是广泛而深远的。  相似文献   

4.
文章以调研为基础,以娃娃家游戏为例,探讨通过娃娃家游戏提高幼儿同伴协商水平的策略。幼儿园方面要切实贯彻培养目标,全面加强教师培训,合理投放游戏材料,高度关注家园合作;教师方面要把握介入时机,注意指导方式,留心观察幼儿;家长方面要更新教育理念,发挥榜样作用,增加陪伴时间。  相似文献   

5.
The lecture is a common method used in college instruction, but many teachers are questioning its effectiveness. For this study, two successive spring semester sections of introductory astronomy for non-science majors were studied. The spring 1999 semester was the instructor's first attempt to incorporate innovative instructional techniques to include hands-on, minds-on instruction within the lecture setting. The educational research involved classroom observations, personal interviews, and pre-instruction/post-instruction administration of the Texas Attitude Survey and the Astronomy Diagnostic Test. During the spring 2000 semester, the instructor modified instruction to respond to student concerns from the previous semester. Student scores for the second course showed significant improvement in astronomy content and the institutional course survey, but not in student self-efficacy.  相似文献   

6.
本意在比较汉语与格鲁吉亚语语音系统并从格鲁吉亚语的语音特点出发审视格鲁吉亚鲁吉亚学生的汉语教学。本通过汉语与格鲁吉亚语语音的比较,认为格鲁吉亚学生学汉语语音的基本难点在于汉语元音和声调及少数辅音的发音上,指出了发音困难的原因,并提出了解决困难的办法。  相似文献   

7.
游戏产业发展迅速,发掘游戏的教育价值,融合游戏与学习,需深入探讨.本文按照教育游戏概念的界定,到目前的应用,以及游戏研发制作的逻辑,对目前教育游戏的发展作分析,并认为教育游戏的定义无统一共识;教育游戏的研究正从起步向深入发展;教育游戏的应用则呈发展之态势.  相似文献   

8.
X-ray astronomy has benefited enormously with the deployment of imaging X-ray telescopes in space, leading to a veritable revolution. Such telescopes require distortion free focusing of X-rays and the use of position sensitive X-ray detectors. In this article I shall describe the importance of X-ray imaging, the optical principles behind the creation of images and the instruments based on these principles. The various techniques used to fabricate such X-ray telescopes are described briefly. The many types of detectors used in X-ray astronomy will be described in the second part of this article in a subsequent issue ofResonance. Kulinder Pal Singh is in the Department of Astronomy and Astrophysics of the Tata Institute of Fundamental Research, Mumbai. His primary fields of research are X-ray studies of hot plasmas in stars, supernova remnants, galaxies, intergalactic medium in clusters of galaxies, active galactic nuclei, cataclysmic variables and X-ray binaries. He is leading the development of a soft X-ray imaging telescope for the ASTROSAT mission to be launched by India in 2007–2008.  相似文献   

9.
    
The excellent X-ray images produced by X-ray telescopes require the use of detectors with imaging capability at the focal plane of the telescopes. In this concluding part of the article on experimental techniques in X-ray astronomy, I describe many X-ray detectors that have been used over the years. These can broadly be classified into two physical types: non-dispersive and dispersive. Traditionally the simple non-dispersive types have been used extensively in X-ray astronomy. The advancement of solid state technologies, cryogenics, and the quality of X-ray imaging has led to many new detectors of both types. Both the traditional and the new types of detectors are described briefly here with emphasis on principles and some technical details. Kulinder Pal Singh is in the Department of Astronomy and Astrophysics of the Tata Institute of Fundamental Research, Mumbai. His primary fields of research are X-ray studies of hot plasmas in stars, supernova remnants, galaxies, intergalactic medium in clusters of galaxies, active galactic nuclei, cataclysmic variables and X-ray binaries. He is leading the development of a soft X-ray imaging telescope for the ASTROSAT mission to be launched by India in 2007–2008. Part 1. Imaging Telescopes,Resonance, Vol. 10, No. 5, pp. 15–23, 2005.  相似文献   

10.
    
Children in Georgian and Victorian times were expected to be familiar with the geography of England and Wales. This study analyses some of the resources then available which taught children this information. John Aikin’s England Delineated is evaluated as a geographical text and then compared with less formal games and puzzles, then on the market, which were also designed to teach the geography of these countries. Three further textbooks, which adopted contrasting approaches to teaching children the geography of England and Wales, are then also analysed and compared with Aikin’s approach. The study found that different resources associated towns and cities with different features, some by their notable products, others by their historic buildings, or their connection to historic events. Where places were defined by product, however, there was a high degree of consistency between product and place across the resources. Some resources describe places objectively, others subjectively. Of the resources analysed, England Delineated was considered the most geographical in content and in approach to that content. Games and puzzles were found to be valuable in complementing the Aikin text. Suggestions for future research are made in the conclusions.  相似文献   

11.
幼儿园组织和开展高质量游戏的条件   总被引:2,自引:1,他引:2  
高质量游戏是幼儿自由自主参与,并能从中获得有益于身心发展经验的活动,它能够为幼儿提供愉快、充实、具有挑战性的探索机会,能够促使幼儿积极主动地发展.组织和开展高质量游戏,有效发挥其教育作用,不仅需要具备适当的时空条件,而且需要教师的有效参与,需要高质量的环境支撑与教师观察的支持.  相似文献   

12.
在西方美学史上,席勒从人类学的角度创造性地提出了审美游戏的思想。他认为,游戏可以解决文明和人性的冲突,审美游戏可以使人性完整。席勒的审美游戏思想实现了游戏研究的认识论向本体论的转变。席勒的思想启示我们,可以从人性的角度去认识和理解儿童游戏:游戏根植于儿童的天性;从游戏、美和人性的内在联系去认识和理解儿童游戏:儿童游戏是能体现人的自由本性的审美游戏。  相似文献   

13.
纵观西方哲学史,天文学对哲学的影响是巨大的。它每一次猜测性的假说和实证性的发现,不断地揭开了宇宙神秘面纱,开阔了人们的视野,带来人们认识上的巨大变化,从而推动了哲学的产生和不断向前发展。天文学,是西方哲学发展的当之无愧的突破口。  相似文献   

14.
教育游戏是为教育和教学服务的,那么教育游戏就应该具有教育的特性。教育游戏属于游戏的范畴,教育游戏应该具有娱乐性和交互性,只有充分发挥这些特性,才能使教育游戏向健康的方向发展。  相似文献   

15.
游戏在体育教学中一直有着举足轻重的作用,在体育与健康课程的教学中,应更好地利用游戏的作用,将游戏真正融入体育教学中。从游戏本身出发,寻找游戏与体育教学、游戏精神与体育和健康课程教学的诸多关联,将为体育与健康课程的顺利实施提供一种有效的途径和方法。  相似文献   

16.
    
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students’ academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real game-playing scores of an elementary school students in Turkey. First, researchers selected a single-player strategy game. Second, the selected game was given to 105 fifth-grade students, who had not played it before, so that they could play it over a 30-minute period. The most successful student of the group finished the 23rd level of the game and collected 8152 points in total. In order to investigate the correlation between strategy game performance and academic performance, researchers derived the students’ average exam scores for six different courses (mathematics, physical science, science and technology, visual arts, music, and social sciences) from official documents. At the end of the study, it was found that participants’ mathematical or physical science skills were positively correlated with game success; however, a negative relationship was not exists between an individual's computer game success and academic performance.  相似文献   

17.
    
Children all over the world enjoy learning and playing games. Involving children in the process of creating games from other cultures can increase an authentic interest in learning about other cultures. It also increases cognitive, social, and interpersonal skills. Activities that stress multicultural awareness seem to work best when they are part of the daily routine. Many board games, matching games, and sidewalk games are played in several cultures with slight variations. Stressing commonalities by making games rather than differences can foster sensitivity and a greater understanding of others.  相似文献   

18.
    
The objective of the present study was to determine whether it is possible to design a video game that could help students improve their executive function skill of shifting between competing tasks and the conditions under which playing the game would lead to improvements on cognitive tests of shifting. College students played a custom video game, Alien Game, which required the executive function skill of shifting between competing tasks. When students played for 2 h over 4 sessions they developed significantly better performance on cognitive shifting tests compared to a control group that played a different game (d = 0.62), but not when they played for 1 h over 2 sessions. Students who played Alien Game at a high level of challenge (i.e., reaching a high level in the game) developed significantly better performance on cognitive shifting tests compared to controls when they played for 2 h (Experiment 1, d = 1.44), but not when they played for 1 h (Experiment 2). Experiment 3 replicated the results of Experiment 1 using an inactive control group, showing that playing Alien Game for 2 h resulted in significant improvements in shifting skills (d = 0.78). Results show the effectiveness of playing a custom-made game that focuses on a specific executive function skill for sufficient time at an appropriate level of challenge. Results support the specific transfer of general skills theory, in which practice of a cognitive skill in a game context transferred to performance on the same skill in a non-game context.  相似文献   

19.
让民间传统游戏回归幼儿的生活与教育是幼儿成长的内在之需,也是提升幼儿发展品质和幼儿园教育质量的重要举措。幼儿园应基于正确的游戏观,着眼于文化传承,创造性地开发和建设民间传统游戏资源。依据其发展价值的不同,可以把民间传统游戏分为运动类、语言类、益智类、表演类等类型,从而与幼儿园五大领域的教育目标相融合。在内容选择上,民间传统游戏应与幼儿的发展需要、游戏的文化性及其发生时序相契合。在实施途径上,应善于在幼儿园一日生活、区角活动、集体教学活动、户外活动、亲子活动等中渗透民间传统游戏。在组织形式上,应注意整合和改编游戏内容,调整和创新游戏玩法,改革和丰富游戏材料,以更好地满足幼儿对民间传统游戏的兴趣,维持幼儿的游戏热情。  相似文献   

20.
游戏教学观论要   总被引:36,自引:0,他引:36  
游戏是一种古老而普遍的活动,它具有自由性、开放性、体验性。就游戏的内在精神而言,教学可以成为游戏。教学作为游戏,它是自成目的的、对话的、生成的、体验的。教学作为游戏,有助于实现人文关怀,有助于提高学生全面素质,有助于使教学焕发生命活力。走向游戏教学,必须建立平等、和谐的师生关系,抛弃严格的计划,崇尚教学自由,转变教材观念。  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