With the development of the society, the online games appeared in people’s life as a new thing, but this form of the game is not new. Ever since the existence of human society, the game has been with them and has been an activity that can not be avoided for its voluntary, space-time restriction and rules etc. Although the purpose is entertainment, it will affect the human intellectual development and the formulation of the information habits and behaviors. The curriculum of information technology is relevant to the information activity and aims at cultivating students’ basic information processing ability,interpersonal ability and good habits,what is the mutual effect between the online games and the information technology curriculum? Based on it, the author attempts to explore the influence that the online games to the information technology curriculum in senior high school and analyze the effects, and in order to lead high school students to deal with the problem of games and school conflict,the author puts forward some suggestions, so that high school students can draw on the advantages and avoid disadvantages from the online games.The research is based on Skinner’s operant conditioning theory of learning and Gardiner’s multiple intelligence theory. According to the characteristics of the network, accompany with the analysis of the information technology curriculum standards, the author analyzes the relationship between online games and the goal of information technology foundation based on the teaching material of information technology published by Guangdong Education Press. Based on the results of the analysis, the author makes the questionnaire to start on the survey of the research.The subjects of the research are the students of Senior 2 of the third middle school in Shanxi Province, Yuncheng City, Yongji City.First,73 students were tested and the test results are discussed, for example,using each variable analysis tests the reliability and validity of the whole scale, so as to improve the validity and stability of the questionnaire in preparation for the formal questionnaire.Then by the analysis of the validity and stability of formal testing results of 187 students of grade 2 in the third high school of Shanxi Province, Yuncheng City, Yongji City, the author uses the method of exploratory factor, extracts 6 common factors, and named them as information expression, information exchange and cooperation, information security, information behavior, network ethics and information evaluation based on the content of each item.After the statistical analysis of the formal questionnaire data, the research reaches the following conclusions:first, the online games have a positive impact on the 6 factors, that is,online games have a positive impact on the learning information technology for the senior high school students. Second, through the analysis of the 6 factors, the 6 factors showed differences under the influence of each independent variable/that is,the influence of online games to the learning of information technology of high school students is different. Third, through the variance test of each variable,the conclusion is drawn that some variables make significant differences to influence of public factors, such as the gender differences to information expression and information behavior, weekly time of playing online games to network ethics and information exchanges, thus showing that these arguments are key factors that influence these factors.According to the conclusions above,the online games that can not be avoided has its own value of existence. Although it has a positive impact on the information technology curriculum learning in senior high school, it is still a problem that playing online games will cost students plenty of time and the content of the games will have an impact on students. So the author studies in-depth thinking about the impact that the online games to high school students and puts forward some suggestions,such as correctly guide rather than eliminate, in order to avoid students’ rebellious psychology and trapped in the ice of mire; design, develop high entertainment and educational games to meet the students’ needs of the game, and avoid the adverse effects of commercial games to students, help the students distinguish the difference between the virtual world and real life, and avoid the migration of the unfavorable factors in the game to the real life, promote the development of students’ psychological health and so on, after these efforts we can help the students draw on the advantages and avoid disadvantages from the online games. |