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Gamifying Higher Vocational English Class

Posted on:2016-10-01Degree:MasterType:Thesis
Country:ChinaCandidate:X B ZhangFull Text:PDF
GTID:2295330503458845Subject:Education Technology
Abstract/Summary:PDF Full Text Request
Since higher vocational college students’ English level is not high, and the online games go into the classroom, the students pay no attention to the books and the teachers. Therefore, improving students learning interests is the focus in my research.This paper attempts to trace the source of the game and reveal the essential characteristics of the game, then create the classroom with game ideas, sum up the characteristics of Gamification. On the basis of those, with the current situation of higher vocational English teaching, this paper builds a new higher vocational English teaching mode. It can be summarized as: before class(the transfer of knowledge, evaluation, target design, level design); classroom(import, normal mode, classic mode, charts, evaluation); after class(reflection). Then, the model is applied to the English classroom teaching. Through the questionnaire, classroom observation and experiment for empirical research, the model application in Higher Vocational English teaching can be proved feasible. It can stimulate the interest of learners and improve learners’ ability to use English, develop the learners’ professional ability in line with the characteristics of higher vocational education.This paper consists of five parts: First, the background and significance, the research status at home and abroad, purpose and framework. Second, the new gamification classroom. Third, the new gamification teaching mode with examples. Fourth, questionnaire about the analysis of teaching experiment. Fifth,the conclusion.In short, the experimental results show that the advantages of the game teaching mode in English Teaching of higher vocational colleges are obvious. Game based teaching model can stimulate students’ interest in English learning, improve the comprehensive ability of using English, and expand the ability of comprehensive application.
Keywords/Search Tags:Gamification, Games and Play, The Higher Vocational English Teaching and Learning
PDF Full Text Request
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