摘要
随着计算机的普及、网络游戏的盛行和游戏软件的大量开发上市,电脑游戏产业爆发性地显现出巨大的市场价值。作为一种新生媒体,电脑游戏迅速成为青少年生活中一种显著的文化现象和重要的娱乐方式。电脑游戏如此地吸引青少年,如果能将其转化为一种学习手段,将大大增进学生的学习积极性和学习效率。教育主管部门和教育专家已经意识到了这一点,对于电脑游戏采取了兴利除弊的办法。在教育主管部门的引导下,人们逐渐认识到了电脑游戏和学习并非完全对立,而是可以结合的。基于这种客观需求和政策引导,一些具有长远眼光的教育软件公司着手设计并开发教育游戏。最有影响力的就是“K12play快乐教育世界”,此外还有珠海奥卓尔公司等开发的“奥卓尔游戏化学习世界”平台、上海昱泉公司开发的“游戏学堂”等。
近来,教育学界的专家学者们也纷纷展开讨论,试图寻找教育游戏与学校教育教学的结合点,使其优势得到更好的发挥。自我国实行教育改革以来,素质教育和创新教育就成为小学教育改革的重点和趋势,在学习中更加提倡培养素质、快乐学习。在这种大环境下,教育游戏就越来越受到学生、教师和教育专家们的关注。如何让游戏自然、无缝地融入教育教学过程中,是教育游戏发展的最大问题。本文对教育游戏的特征与小学英语教学中的相关要素进行分析,论证教育游戏在小学英语教学中使用的可行性,并对教育游戏在教学中的实际应用方式进行了探索。
首先,对游戏、电子游戏和教育游戏的概念进行了阐述,继而又详细分析了教育游戏的在国内外的产生与发展,并对教育游戏的特征进行了概括与总结。然后对小学英语教学中的相关要素进行了分析,论证了教育游戏在小学英语教学中使用的可行性,并对教育游戏在教学中的实际应用方式进行了探索。在理论探讨的基础上,选取小学英语三年级上册的部分学习内容设计制作了两款游戏,将游戏融入到两个教学案例当中。以临沂市罗庄区册山镇中心小学三年级的学生为被试,实施了教学案例,并对教育游戏在教学中的应用效果进行了问卷调查。最后,通过对回收问卷进行的分析,对应用效果进行了阐述,并对教育游戏应用于教学进行了反思。
研究的特色在于打破了人们对教育游戏的传统看法,以学生使用的课本为基础,结合教学实际设计教育游戏,并将设计的游戏应用于一线教学。研究结论表明,学生对教育游戏应用于教学态度是非常积极的,他们在很大程度上是愿意利用教育游戏来进行学习的。这样的学习方式不仅能达到良好的教学目标,还能培养学生的计算机操作能力。表明教育游戏应用于课堂教学是可行的。
With the proliferation of computers and the prevalence of the large number of game software go to market, the outbreak of the computer games industry shows enormous market value. As a new media, computer games quickly became a significant cultural phenomenon and important forms of entertainment of young people. Computer games that attract young people, if they can be translated into a learning tool, will greatly enhance students’learning and positive their learning efficiency. Education authorities and education experts have been aware of this, they took a better approach to the computer games. Under the guidance of the departments in charge of education, the people gradually realized that computer games and learning is not entirely antagonistic, but can be combined. Based on this objective needs and policy guidance, some of the long-term perspective of educational software companies began to design and develop educational games. The most influential is the“Happy education K12 play world”, in addition to“Yu Zhuo Seoul games of the World Learning”platform, developed by Zhuhai Aozhuoer companies, and“Game School”developed by Shanghai Yu Quan companies.
Recently, the education academic experts and scholars have also initiated discussions trying to find the combination of educational games and school education, to give better play to strengths. Since China adopted the reform of the education, the quality education and innovation education have become the focus and trends of the primary education reform. In the learning process, the quality of training and joyful learning are promoted more and more. In such a climate, the educational games are concerned more and more by students, teachers and education experts. How can the games naturally, seamless integration into the educational process, is the biggest problem of the development of educational games. This paper analyzed the characteristics of the educational games and the relevant elements of primary school English teaching, and then demonstrated the feasibility of the use of educational games in the teaching of English in primary schools , and explored the methods of practical application that the use of the educational games in the teaching of English.
First of all, the paper made an exposition of the definition of games, electronic games and educational games, and then proceeded to a detailed analysis of the educational games in the formation and development at home and abroad, and then made a summary of characteristics of educational games. Then the paper analyzed the relevant elements of primary school English teaching, and demonstrated the feasibility of the use of educational games in the teaching of English in primary schools , and then explored the practical application of the use of the educational games in the teaching of English. On the basis of the theory, the paper designed and produced two games based on the part of the learning content selected from third-grade primary school English , then the two games were integrated into the cases of teaching. Then the teaching cases were implemented in students, that they come from the third grade of Luozhuang Centre area primary school, and then made a questionnaire survey of the teaching effect. Finally the paper analyzed the recycling questionnaire, and expounded the effects of the application, then thought back to the application of educational games in teaching.
The characteristics of the research are to break the traditional view of the game, based on the students’textbooks, to design educational games referring to teaching practical, and to use the games in frontline teaching. The conclusion of the study shows that the students’attitude to educational games use in teaching is very positive, to a large extent they are willing to use educational games in the learning process. This way of study can not only achieve good teaching objectives, but also can train students’computer operating capacity. It indicates that educational games using in the classroom teaching is feasible.
引文
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