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The Design And Effect Analysis Of Primary School English Word Games Based On Somatosensory Technology

Posted on:2018-10-23Degree:MasterType:Thesis
Country:ChinaCandidate:L H HuangFull Text:PDF
GTID:2405330542476477Subject:Education Technology
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With the introduction of somatosensory technology,a new way of interaction comes into being.Education begins to use this way to teach,and many studies have shown that gesture-based learning methods help to improve student learning outcomes.However,the domestic research focuses on the design.There are few studies on multiple learning outcomes without taking into account the differences between the characteristics of learners.In order to fill this gap,this paper explores the learning outcomes of students in different ways of interacting and analyzes the impact of gender and cognitive styles on learning outcomes.This study designs a physical action interactive game for the fourth year of primary school students combined with gesture-based technology and game-based learning.In this study,Kinect2.0 was used as a game-based device to build a virtual interactive learning environment.This study selected the Fuzhou suburb of fourth grade students as participants.The participants were divided into two groups for game-based learning.The results were analyzed statistically by questionnaire and pre-test and post-test.The results showed that:Students who interact with the body movements show better memory and learning attitude than the mouse and keyboard groups.There are significant differences between the mouse and keyboard groups and the body movements groups in the student's delay test,flow experience,learning satisfaction,etc.Primary school grade four stages,the girls' English word memory effect is better than boys'.In the delay tests,cognitive style and interactive way interaction exists.Image type and bipolar type student show a better performance in the interaction group,while verbal type students did not produce significant differences between the two groups.This means that the use of physical movements for vocabulary learning is more applicable to image type and bipolar type student.Kinect2.0 was used to build a student-centered learning environment.Learners'physical and emotional active participation in the learning process is conducive to primary school students in vocabulary learning enhance the vocabulary of the recall effect enhance the vocabulary of the recall effect?stimulate students' interest in learning and improve the immersive learning and satisfaction.
Keywords/Search Tags:interactive mode, cognitive style, gender, learning effect
PDF Full Text Request
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