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游戏教学背景下的翻转课堂教学

时间:2021-09-17 来源:未知 编辑:梦想论文 阅读:
First, research background
 
 
 
Flipped classroom, also known as inverted classroom, that is in the information environment, provided by the teachers in teaching video as the main form of learning resources, learning for learning resources students completed before class, teachers and students in the classroom together to complete homework and answering, cooperation inquiry and interactive communication activities such as a new teaching model [1]. This teaching mode to enable students to become the main body of learning, teachers from traditional classroom knowledge imparting role into the students' learning facilitator and guide, which is the subversion of the traditional classroom teaching mode. Zhang Jinlei and other [2] think, flip the classroom teaching process should be divided into three stages: before the class, the classroom and after class. Before class, the teaching of learning resources to complete the knowledge of teaching, and through the test questions to test the learning effect, to find out the question; the classroom activities in the classroom through the way of teachers and students to complete the knowledge of internalization; after school teachers to data analysis and summary of classroom activities, develop the next round of learning plan.
 
 
 
In 2007, flipped classroom origin in the Colorado Rocky Mountain Forest Park High School, the teaching mode after Salman, Khan founded the Khan Academy after the promotion, by the attention of global education circle. Chinese scholars began to conduct a full swing in the classroom in 2012, Zhang Jinlei and other [3] to carry out the research on the flipped classroom teaching mode, and construct a flipped classroom teaching model, information technology and activity learning is the model used to create an important lever in the classroom learning environment. The key steps in the implementation of the inverted (flipped classroom) are described in detail, and the three key steps of the implementation of the flipped classroom are pointed out. The key steps in the implementation of the flipped Classroom: To study the video before, to discuss and propose the problem, to study the video, to find the answers to the questions, and to solve the problems. Practice and flipped classroom introduced our country higher education, adult education and basic education education fields and get the better effect. But the flip in the classroom knowledge to students' Extracurricular Autonomous Learning Mode, this on College Students' autonomous learning ability and information literacy proposed higher requirements, strengthen the consciousness of management of college students and cultivate good study habits become the primary obstacle of implementation of the flipped classroom in higher education.
 
 
 
Contemporary college students' love for the game has become an indisputable fact, the educational value of the game is recognized by many scholars. But at present, the research on the combination of education and game is mostly stay at the theoretical level, the practice of successful cases are few. As a new teaching mode, we have only Zhang Jinlei and other [7] to discuss the application of game theory in the classroom teaching, analyze the corresponding relationship between the design requirements and the game design strategy, and design the flip type teaching mode based on the concept of game learning, but still in the theoretical research and case study stage, did not carry out specific practical research.
 
 
 
Two, based on the study of the game of the flipped classroom teaching design
 
 
 
Beijing Normal University Philosophy Education doctoral tutor shizhongying professor pointed out: "mission of education to cultivate people should fully display the game, often in a state of the game: free, voluntary, self-contained, equality, cooperation, devotion and forget the teachers and students of the whole body and mind. In a certain sense, educational activities in the game state of deficiency is caused by teachers are tired of teaching and studying weariness of students is one of the main reasons ". The flipped classroom to subvert the Chinese traditional" teachers teach and students' homework "of the teaching process, put forward a severe test of teachers' Teaching and students' autonomous learning ability. The key link in the implementation of the flipped classroom is the students' learning resources such as watching and learning before class. Then the problem arises. If students do not have to watch and learn to provide the learning resources before the class? Can you succeed in the classroom? Kong Zi, a great educator, once said, "the person who is not a good person is not as good as the one who is good.". I believe that the introduction of the game mechanism is an effective strategy. Actually, the Khan Academy in order to better maintain the learner's interest in learning, once with java written automatic exercise system to help learners master the contents of the course, if learners can continuous answer 10 questions correctly, the software will put them into a higher level to solve more difficult problems. As can be seen, the Khan Academy in the implementation of the flipped classroom teaching mode, fully aware of the game to stimulate and maintain the importance of learner interest. For teachers, the teaching goal is very clear, to the appropriate use of the game for teaching, and achieved good teaching results, teaching design is essential. On the basis of the analysis of the related research results of the flipped classroom, the author tries to design the flipped classroom teaching based on the game theory, and try to design the classroom teaching based on the theory of the game based on the game theory, as shown in Figure 1. As can be seen, the teaching process includes three stages: before the class, the classroom and after class.
 
 
 
 
(a) game preparation before class
 
 
 
In the course of the traditional teaching process, the classroom teaching of the traditional teaching process should be completed by the students' learning resources provided by the students themselves. Teachers should be sent to the students before class, which is the key part of the successful implementation of the successful implementation of the flipped classroom. The rules of the game can give students the power to study independently. Abraham Maslow's hierarchy of needs theory points out that human beings are in a process of continuous growth, a different level of demand gradually get the process, people in their basic needs to be met, will turn to a higher level of physical and spiritual needs and spiritual needs [10].
 
 
 
Classroom games are a kind of collective activity, students hope to get the approval of others in the game, this is a self - value realization. In order to achieve this kind of self realization, in the classroom game in a good performance, students must follow the rules of the game to learn the relevant curriculum knowledge. In the process of autonomous learning, students can communicate with the teachers and students through the exchange platform.
 
 
 
(two) classroom activities
 
 
 
The reason why online games are attractive because any online game is not a real situation, the role of mechanism and task driven mechanism is also an important reason for online games to attract people [11]., therefore, teachers should create a simulation of the game situation, so that students can produce a sense of immersion, stimulate students' desire to challenge. Prior to the development of the game, the teacher to the students to declare the rules of the game, a clear incentive measures. In the course of the game, the teacher should guide the development of the game, to avoid the game from the teaching goal. At the same time, the teacher should provide the support of the knowledge and skills in the appropriate link to help the person in the game. Need to note is that the game plan does not have a fixed uniform template, teachers can collect game activities for students, combined with course teaching content to choose a different game implementation plan; if long-term to take a fixed game template, is bound to cause the students' aesthetic fatigue, so that the teaching effect is greatly reduced. To evaluate the students' participation in the game, the evaluation should be carried out by the teachers, students themselves, and other students. The teacher should take into account the factors such as learning motivation, learning ability, cooperation ability, personal emotion and so on.
 
 
 
(three) after the game summary
 
 
 
Summary and reflection after the end of the game is the further internalization of the curriculum knowledge. Reflection can make students realize that the game is not just a game, it is a learning activity [13]. teachers can take some measures to urge students to complete the reflection process, students in the summary of their own game process experience, but also to build their own knowledge system. At the same time, the teacher also wants to sum up and reflect on this game activity. Teachers can refer to the evaluation index of Niu Yuxia's game teaching evaluation index for the game summary (as shown in Table 1). Summarize the success of classroom games, reflect on the shortcomings of the game, in order to facilitate the teaching of the future continuous improvement, make the game more effective.
 
 
 
Three, based on the learning of the game of the flipped classroom teaching practice --- the film and television script writing courses as an example
 
 
 
(a) game preparation before class
 
 
 
1 develop the game plan
 
 
 
Film and television script creation course of teaching object is the 2012 level digital media technology major undergraduate, the selection of teaching material is Wang Fang, Shi Chunyan series of "film and television animation script creation" a book, learning resources sharing and classroom communication mainly rely on our school to buy the "Zhuo more courses in the heart". This chapter is a case study of the teaching practice in the case of the characters in the animation script. The teaching objective of this section is to make the students master the method of using the lens language to shape the style and personality, and can feel the tremendous influence of the characters to the audience. The authors formulated the name of the game called "guess who I am", assigned the task of the game is "with a period of no less than 100 words of text describing a classmate in the class each student, and boys can only write girls, girls can only write boys", the rules of the game is "each student with a self transcripts has read to the class to listen to, if we can immediately to guess who it is, by and by the portrait of the students up to continue the game; if you can't guess or guess the several different people, not by the" and the game plan combines the puzzles and Solitaire two kinds of forms of the game. Every student wants to be recognized by others in the process of participating in the game, which is a kind of self value realization. In order to achieve this self realization, in the classroom games have a good performance, the students will learn in the course of the relevant learning materials provided by the teacher.
 
2 courseware and video production
 
 
 
Based on the analysis of the contents of this chapter, the author collected the relevant information, and began to make the teaching courseware of this chapter. Courseware as far as possible to consider the harmonious match of color, content, and format between various factors, and strive to do with pictures, vivid image, to enable students to to enjoy the beauty in autonomous learning. The author uses the record screen software to record the knowledge points of this chapter for about 10 minutes, also prepared some related network resources, so that students can combine with the specific film case to deepen the understanding of the theory of people's understanding of the characters. After the completion of the production, the teaching courseware and teaching video uploaded to the course of the network space. At the same time, the author also arranged a writing exercise, "try to use a language and behavior to show that he is a clever, naughty boy" for students in the course of study before the test, students will be the results of the practice uploaded to the Internet forum to share exchange.
 
 
 
3 students watch video and courseware
 
 
 
Students are "flipped classroom learning subjects, students can self learning step teaching video and teaching courseware learning, you can independently control the video teaching the fast forward or rewind, for the hard to understand teaching contents can be repeated viewing; can also through the course of the network forum to teachers and classmates for help, can also use the course of the Q & a section directly obtained teacher learning support. After the completion of autonomous learning, you can do a self test by doing exercises.
 
 
 
(two) classroom activities
 
 
 
1 create the game situation
 
 
 
In the past, the course of the assessment methods mainly used in the usual results + final score, the two were 30% and 70%. In order to encourage students to actively participate in classroom games, the author combines the online game's reward mechanism, so that students participate in classroom games to win the usual score points. In this way, the more involved in the game, the more the number of customs clearance, the higher the score of the usual results; if you do not participate in the classroom games, the usual score has been zero. At the same time, in order to enhance students' participation in the process of the immersion feeling, the author will advance to the classroom, the layout of the corresponding game scenes and props. "Characters in the animation script" this chapter of the game scene do not need special equipment, just take the chair in a circular way to create an atmosphere of equality and ease.
 
 
 
2 to carry out the game activities
 
 
 
After the event, the author mainly takes the role of the guide and the observer. After the announcement of the rules of the game, and immediately eager students. First player characters describing the contents as "she wears a head of hair, sometimes long, plunged into a" little bird tail ', adorable and cute. Liu Haiqi was a thick, thick eyebrows, a smile, a smile can not see the eyes. Her to do their favorite thing is a shares stubborn strength, from her hip hop so handsome watch out, boys are very difficult to practice inverted, stagnation, wearing a helmet circle, she all can do, and handsome unabated. The basketball team training, the best effort, not tall, but scoring, never admit defeat. Sometimes training to the wrist is blue, still do not want to stop. Her voice was very heroic, as she demonstrated the character. Often speak a unique "plastic Pu", like the 'no' say 'wood', sometimes a coda dragged so long... " The description was over, and all eyes were fixed on the same girl. Of course, the first game player to smooth customs clearance. In the course of the game, there will be a deviation from the theme of the game, then I will take some soft strategy to bring the game back to the scheduled track, so that students have been to maintain the excitement of the game. If you take the blame and other tough measures to interrupt the students' game activities, will lead to students' resentment, leading to the game failed.
 
 
 
(three) after the game summary
 
 
 
Flipped classroom in the game is not just a game, but also a learning activity. The author according to the game teaching evaluation index (such as table 1) for the summary and reflection, at the same time also require students to participate in the game of writing content to the course of the network BBS, in order to facilitate the students to learn the knowledge of this chapter.
 
 
 
Four, concluding remarks
 
 
 
The author tries to introduce the game teaching into the current university classroom teaching based on the existing flipped classroom teaching mode. The practical results show that the flipped classroom based on game learning can effectively improve classroom teaching effect, stimulate students' interest in learning, and achieve the established teaching goals successfully. Need to note that the classroom game plan is not fixed uniform template, teachers should be based on the nature of the curriculum, student characteristics, teaching environment and other factors to develop a variety of rules of the game, such as the author also refer to the China Education TV station to the job to design a simulation of the special recruitment will be a screenwriter, the students responded very well.
 
 
 
[References]
 
 
 
[1] Song Shuqiang, Zhong Xiaoliu, Jiao Lizhen. Research on the teaching design of the flipped classroom based on the concept of the flipped classroom in the information environment [J].
 
 
[2][7][12][13] Zhang Baohui, Zhang Jinlei. Research on the application of game theory in the teaching of flipped Classroom: 2013 (1): 73 (): -78.
 
 
 
[3] Wang Ying, Zhang Jinlei, Zhang Baohui. Research on the flipped classroom teaching mode [J]. Distance Education Journal, 2012 (4): 46 -51.
 
 
 
[4] Zeng Zhen. Characteristics, practice and problems of the reverse teaching of teaching Chinese audio-visual education, 2012 (7): 114 -117.
 
 
 
[5] Wang, Zhang Chenjing Aberdeen. "Flipped classroom" in the university teaching in applied research, to technical education science course for English majors as an example [J]. Modern educational technology, 2013,23 (8),: 11 - 16.
 
 
 
[6] Chen Xiaoping. The practice and experience of the traditional education model of "flipped classroom" in adult college business English writing and experience [J]. Chinese adult education, 2013 (10): 122 -124.
 
 
 
[8][14] Niu Yuxia. Research on the teaching design of the game in the perspective of entertainment teaching technology [D]. Nanjing: Nanjing Normal University, 2007: 8
 
 
 
[9] Zhang Yujiang, Zhang Yueguo. Perspective "flipped classroom" [J]. primary and secondary school information technology education, 2012 (3): 9 -10.
 
 
 
[10] Yu Qingjun. [M]. Wuhan: Wuhan University of Technology, 2009: 108 - 107
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