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在小學(xué)數(shù)學(xué)課外活動(dòng)中引入益智玩具的實(shí)踐與探索

發(fā)布時(shí)間:2018-06-02 05:01

  本文選題:益智玩具 + 益智玩具漂流活動(dòng); 參考:《四川師范大學(xué)》2017年碩士論文


【摘要】:大量研究表明,益智游戲?qū)和瘜W(xué)習(xí)特別是數(shù)學(xué)學(xué)習(xí)有極大幫助,將游戲因素引入課堂教學(xué)中越來越受到教育界的重視。然而,受時(shí)間、空間的局限,受學(xué)習(xí)至上觀念的影響,將游戲引入教學(xué)中卻很難實(shí)現(xiàn),成了美麗的幻想!如何在教學(xué)中兼顧游戲,讓游戲和教學(xué)有機(jī)結(jié)合,相互促進(jìn),就成了教師們亟待解決的問題。本文采用行動(dòng)研究的方法,先后在成都市茶店子小學(xué)二年級(jí)一班和二年級(jí)二班,四年級(jí)九班和四年級(jí)十班,開展了為期兩年的益智玩具漂流活動(dòng)。研究初期,對(duì)小學(xué)生游戲行為、游戲態(tài)度進(jìn)行調(diào)查,分析總結(jié)了小學(xué)生游戲的主要特征及家長(zhǎng)對(duì)待游戲的態(tài)度;然后,在實(shí)驗(yàn)班級(jí)開展了為期一年的益智玩具漂流活動(dòng),建立了可用于漂流的益智玩具檔案庫,益智玩具發(fā)放管理制度,培養(yǎng)了玩具小管家、玩具代言人等,并嘗試將益智玩具引入課堂內(nèi),試圖尋找游戲與教學(xué)的結(jié)合點(diǎn)。第一輪漂流活動(dòng)結(jié)束后,以問卷調(diào)查的方式分別對(duì)參與漂流活動(dòng)的實(shí)驗(yàn)班級(jí)與未參與活動(dòng)的非實(shí)驗(yàn)班級(jí)進(jìn)行對(duì)照比較。實(shí)驗(yàn)發(fā)現(xiàn),實(shí)驗(yàn)班級(jí)的學(xué)生學(xué)習(xí)數(shù)學(xué)的興趣更高,實(shí)驗(yàn)班級(jí)的家長(zhǎng)給予孩子游戲的時(shí)間和空間更寬松,實(shí)驗(yàn)班級(jí)的親子關(guān)系也因?yàn)橐嬷峭婢哂辛嗣黠@的改善。針對(duì)在第一輪研究中暴露的一些問題,第二輪研究進(jìn)行了針對(duì)性調(diào)整。首先,在全校各年級(jí)范圍內(nèi)進(jìn)行問卷調(diào)查,了解不同階段兒童游戲的生態(tài)環(huán)境;其次,精選益智玩具,在體現(xiàn)好玩的同時(shí),發(fā)展兒童各方面的智能;再次,創(chuàng)新玩具發(fā)放形式,讓每個(gè)孩子都有機(jī)會(huì)嘗試不同類型的玩具;開展豐富多彩的益智玩具推廣活動(dòng),讓孩子們會(huì)玩、喜歡玩;開展益智玩具與數(shù)學(xué)學(xué)習(xí)關(guān)聯(lián)度的研究。通過兩輪研究發(fā)現(xiàn):在小學(xué)數(shù)學(xué)課外活動(dòng)中引入益智玩具能有效提高學(xué)生學(xué)習(xí)數(shù)學(xué)的興趣;并在一定程度上提高了學(xué)生們的數(shù)學(xué)成績(jī);實(shí)驗(yàn)表明,在小學(xué)數(shù)學(xué)課外活動(dòng)中引入益智玩具,是適合數(shù)學(xué)教師在班級(jí)中推廣的活動(dòng)。
[Abstract]:A large number of studies have shown that puzzle games are of great help to children's learning, especially mathematics learning, and the introduction of game factors into classroom teaching has been paid more and more attention to by the educational circles. However, due to the limitations of time, space and the idea of the supremacy of learning, the introduction of games into teaching is very difficult to achieve, has become a beautiful fantasy! How to give consideration to the game in the teaching, let the game and the teaching combine organically, mutually promote, has become the question which the teacher urgently needs to solve. Using the method of action research, this paper carried out two years of educational toy drifting activities in the second and second grade classes, the fourth grade nine classes and the fourth grade 10 classes of the tea shops in Chengdu. At the beginning of the study, the primary school students' game behavior and attitude were investigated, and the main characteristics of the pupils' play and their parents' attitude towards the game were analyzed and summarized. Then, a one-year puzzle toy drift activity was carried out in the experimental class. The archives of educational toys which can be used for drifting are established, and the management system of the distribution of educational toys is established, and the toy butlers and toy spokesmen are cultivated, and the educational toys are introduced into the classroom in order to find out the combination of games and teaching. After the first round of rafting activities were finished, the experimental classes involved in the activities were compared with the non-experimental classes by questionnaire. The experiment found that the students in the experimental class were more interested in learning mathematics, the parents in the experimental class gave their children more relaxed time and space for playing, and the parent-child relationship of the experimental class was obviously improved because of the educational toys. In view of some problems exposed in the first round of research, the second round of research has carried on the pertinence adjustment. First of all, a questionnaire survey is conducted throughout the school to understand the ecological environment of children's play at different stages; secondly, selecting educational toys to develop children's intelligence in all aspects while embodying fun; thirdly, innovating the distribution of toys. Let each child have a chance to try different types of toys; develop a variety of educational toy promotion activities so that children can play, like to play, and carry out educational toys and math learning related research. Through two rounds of research, it is found that the introduction of puzzle toys in the extracurricular activities of mathematics in primary schools can effectively increase the students' interest in learning mathematics, and to some extent improve the students' mathematics scores. It is suitable for mathematics teachers to introduce educational toys into mathematics activities.
【學(xué)位授予單位】:四川師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:G623.5

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