基于游戲化教學(xué)的小學(xué)數(shù)學(xué)案例設(shè)計與實踐
本文關(guān)鍵詞: 游戲化教學(xué) 教學(xué)實踐案例 小學(xué)數(shù)學(xué)新課程標(biāo)準(zhǔn) 出處:《華中師范大學(xué)》2017年碩士論文 論文類型:學(xué)位論文
【摘要】:隨著教育信息化的迅速發(fā)展以及基礎(chǔ)教育課程改革的不斷深入,將游戲化教學(xué)的方法引入到基礎(chǔ)教育課堂教學(xué)中來受到了國內(nèi)外專家、學(xué)者的關(guān)注與支持。同時,在相關(guān)“報告”和“標(biāo)準(zhǔn)”的引領(lǐng)下,近年來國內(nèi)來關(guān)于游戲化教學(xué)的研究如雨后春筍般涌現(xiàn)。在基礎(chǔ)教育課堂教學(xué)中采取“寓教于樂”的游戲化教學(xué)方法符合小學(xué)生的心理特征,教師通過創(chuàng)造輕松、愉快的課堂活動能夠提高學(xué)生的學(xué)習(xí)興趣,激發(fā)學(xué)習(xí)動機,改變傳統(tǒng)課堂中單一、枯燥的教學(xué)模式。游戲化教學(xué)雖然已經(jīng)受到教育專家及一線數(shù)學(xué)教師的青睞,但是目前多數(shù)教師實施游戲化教學(xué)的效果卻差強人意。本研究依托現(xiàn)代教育技術(shù)手段,以小學(xué)數(shù)學(xué)游戲化案例設(shè)計為研究對象,將游戲化教學(xué)引入到小學(xué)數(shù)學(xué)課堂中來。研究者在游戲化教學(xué)相關(guān)理論的基礎(chǔ)上設(shè)計了多種游戲化教學(xué)策略,然后選取小學(xué)數(shù)學(xué)三年級上冊的相關(guān)內(nèi)容進行游戲化教學(xué)設(shè)計并實踐,利用定性與定量相結(jié)合的研究方法探究游戲化教學(xué)在小學(xué)數(shù)學(xué)課堂中的價值與挑戰(zhàn)。最后通過對游戲化教學(xué)實踐的反思和討論,提出了實施游戲化教學(xué)應(yīng)該注意的問題,力圖為一線數(shù)學(xué)教師進行游戲化教學(xué)提供一定的參考。論文共分為五個章節(jié),第一章為緒論,主要介紹關(guān)于游戲化教學(xué)的研究背景、文獻綜述、國內(nèi)外研究現(xiàn)狀、本研究的內(nèi)容、思路及方法以及游戲化教學(xué)的相關(guān)概念。第二章論述游戲化教學(xué)與小學(xué)數(shù)學(xué)結(jié)合的相關(guān)理論及意義。研究者通過文獻分析法和問卷調(diào)查法設(shè)計了四種游戲化教學(xué)策略,并闡述了其運用方式。另外,通過問卷調(diào)查,了解一線教師對游戲化教學(xué)的認(rèn)識、認(rèn)可度及運用情況,為本研究的順利開展起到了重要的理論支撐作用。第三章為游戲化教學(xué)在小學(xué)數(shù)學(xué)課堂中的具體實施。首先選定實踐班級,然后依據(jù)該班教學(xué)進度和內(nèi)容,設(shè)計游戲化教學(xué)案例并實施。第四章是對游戲化教學(xué)在小學(xué)數(shù)學(xué)課堂中的運用結(jié)果進行分析和討論,主要采取課堂觀察、問卷調(diào)查及訪談的方式對實踐結(jié)果進行統(tǒng)計和分析,進一步反思開展游戲化教學(xué)應(yīng)注意的問題。第五章是對本研究的總結(jié)與展望。分析過程中存在的不足,對今后的研究進行展望。
[Abstract]:With the rapid development of educational informatization and the deepening of basic education curriculum reform, the introduction of gameplay teaching method into basic education classroom teaching has been concerned and supported by experts and scholars at home and abroad. Guided by the relevant "reports" and "standards", In recent years, the research on gameplay teaching has sprung up in China. In the elementary education classroom teaching, the gamification teaching method of "teaching with fun" accords with the psychological characteristics of the pupils, and the teachers make it easy to create. Happy classroom activities can enhance students' interest in learning, stimulate learning motivation, and change the single, boring teaching mode in traditional classroom. Although gaming teaching has been favored by educational experts and first-line mathematics teachers, However, at present, the effect of most teachers' gameplay teaching is not satisfactory. This study, relying on modern educational technology, takes the case design of primary school mathematics gameplay as the research object. The gamification teaching is introduced into the mathematics classroom of primary school. On the basis of the theory of gameplay teaching, the researcher designs many kinds of gameplay teaching strategies. Then we choose the relevant contents of the first edition of the third grade of primary mathematics to design and practice the gameplay teaching. This paper probes into the value and challenge of gameplay teaching in primary school mathematics classroom by combining qualitative and quantitative research methods. Finally, through the reflection and discussion on the practice of gameplay teaching, the paper puts forward some problems that should be paid attention to in the implementation of gameplay teaching. This paper is divided into five chapters, the first chapter is the introduction, which mainly introduces the research background, literature review, domestic and international research status of game teaching. The contents of this study, The second chapter discusses the theory and significance of the combination of gameplay teaching and mathematics in primary school. The researcher designs four teaching strategies of gameplay by literature analysis and questionnaire survey. In addition, through the questionnaire survey, we can find out the teachers' understanding, recognition and application of gameplay teaching. The third chapter is the concrete implementation of gameplay teaching in primary school mathematics classroom. First, the practical class is selected, and then according to the teaching progress and content of the class, Chapter 4th is about the analysis and discussion of the application of gameplay teaching in the mathematics classroom of primary school. It mainly adopts classroom observation, questionnaire survey and interview to make statistics and analysis of the practical results. Chapter 5th is a summary and prospect of this research.
【學(xué)位授予單位】:華中師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:G623.5
【參考文獻】
相關(guān)期刊論文 前10條
1 ;“互聯(lián)網(wǎng)+”時代的游戲化學(xué)習(xí)與教育創(chuàng)新大會暨中國教育技術(shù)協(xié)會教育游戲?qū)I(yè)委員會2016年會成功舉辦[J];現(xiàn)代教育技術(shù);2016年12期
2 張著;劉付勇;;國內(nèi)外教育游戲的設(shè)計與開發(fā)現(xiàn)狀研究[J];軟件導(dǎo)刊(教育技術(shù));2016年08期
3 項紅燕;;游戲化教學(xué)在小學(xué)數(shù)學(xué)課堂教學(xué)中的應(yīng)用分析[J];學(xué)子(理論版);2016年08期
4 刁揚鈴;;利用游戲化學(xué)習(xí)進行自主探究[J];中小學(xué)信息技術(shù)教育;2013年12期
5 俞芳;郭力平;;對維果斯基“最近發(fā)展區(qū)”理論的重新解讀——整合游戲背景與教學(xué)背景下ZPD[J];上海教育科研;2013年08期
6 程祖剛;;“游戲教學(xué)法”在小學(xué)數(shù)學(xué)教學(xué)中的運用策略探索[J];讀與寫(教育教學(xué)刊);2013年03期
7 蘇靜;;2012數(shù)碼游戲化學(xué)習(xí)國際學(xué)術(shù)會議在杭州舉行[J];遠(yuǎn)程教育雜志;2012年06期
8 徐瑩;景敏;;《全日制義務(wù)教育數(shù)學(xué)課程標(biāo)準(zhǔn)(實驗稿)》與《義務(wù)教育數(shù)學(xué)課程標(biāo)準(zhǔn)(2011年版)》“綜合與實踐”部分對比分析與研究[J];中國數(shù)學(xué)教育;2012年21期
9 安然;;2011數(shù)碼游戲化學(xué)習(xí)國際學(xué)術(shù)會議在北京大學(xué)召開[J];遠(yuǎn)程教育雜志;2012年01期
10 陳娜;牛朕;吳昭;李頌;謝麗紅;何菊;夏仲文;楊艷艷;呂丹鳳;黃協(xié)安;;2011地平線報告:未來五年改變教育的六大技術(shù)[J];上海教育;2011年Z2期
相關(guān)碩士學(xué)位論文 前8條
1 楊福華;游戲化學(xué)習(xí)下的小學(xué)教學(xué)案例設(shè)計與應(yīng)用[D];云南大學(xué);2015年
2 昂娟;我國教育游戲文獻分析[D];揚州大學(xué);2013年
3 單燕紅;游戲化教學(xué)在小學(xué)數(shù)學(xué)教學(xué)中的應(yīng)用與研究[D];河北師范大學(xué);2013年
4 路敏;游戲化教學(xué)在初中信息技術(shù)課堂中的應(yīng)用研究[D];南京師范大學(xué);2011年
5 崔曉林;基于游戲化學(xué)習(xí)社區(qū)的教育游戲設(shè)計與開發(fā)研究[D];上海師范大學(xué);2010年
6 張國華;游戲精神視野下的中小學(xué)學(xué)習(xí)方式變革探討[D];江西師范大學(xué);2008年
7 曹晶瑜;角色扮演類教育游戲的設(shè)計研究[D];西北師范大學(xué);2008年
8 俞U,
本文編號:1506243
本文鏈接:http://sikaile.net/jiaoyulunwen/xiaoxuejiaoyu/1506243.html