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A Study On The Reversal Of Game Classroom In English Teaching In Primary Schools

Posted on:2020-06-02Degree:MasterType:Thesis
Country:ChinaCandidate:Y J CaiFull Text:PDF
GTID:2415330605461693Subject:Subject teaching
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The Education Development Ten Year Development Plan(2011-2020)(referred to as "Education Development Plan")clearly points out the development direction and development goals of education informatization development,and has repeatedly emphasized the need in the "Education Development Plan".Integrate information technology and education and teaching,make full use of the advantages of information technology to change traditional teaching methods,explore and construct new teaching modes,and realize the teaching design of students in the center of education and teaching.Driven by information technology,people's living habits have changed,and China's education methods and educational concepts have also changed accordingly.Since the "Internet+" era,its development boom has been raised and applied by various industry sectors,and as a result,the traditional education industry has also been affected by the "Internet+" era.On this basis,the education and teaching industry has also been challenged by education.The influence of educational development opportunities and the emergence of the mode of flipping classroom teaching mode are the products of the development of the times.Flipping the classroom as a new type of education and teaching model.Through years of teaching and experimental research,it shows that the tendency of flipping the classroom teaching mode is very obvious,but only video as the main means of improving teaching efficiency will not only lose the interactive advantage of flipping classroom,but also It will also lead to the enthusiasm of students to be maintained for a long time,and ultimately the teaching efficiency of flipping classroom teaching is difficult to guarantee,especially for students with low levels of physical and mental development,the problem of flipping classroom teaching is more obvious.However,because the gamification education mode is widely used by educators,the game activity learning resources are integrated into the flip classroom teaching,which can meet the learning needs of the lower grade students and effectively improve the students' learning efficiency.In view of the teaching research of primary school English teaching today,with the gamification turning classroom practice design as the starting point,the author explores the value of gamification flip classroom to improve the value of primary school English teaching,and then effectively improve the primary school students'English learning scores..The procedural inversion classroom teaching mode proposed in this paper is aimed at improving the English learning level of primary school students and developing the independent inquiry ability of primary school students.In order to be able to validate this research hypothesis effectively,this paper selects students from two classes of three-year and three-year two classes as the research object of this paper.Through the comparison of pre-and post-test results,the purpose of this research is to effectively solve the problem.The problem:1)Study the impact of gamification flip classroom teaching mode on primary school students' academic performance?2)Study the impact of gamification flip classroom teaching mode on primary school students' interest in learning?This research conducted a 18-week teaching experiment using questionnaires,pre-tests,post-tests,interviews,and classroom records.In the three-year class,the gamification-inversion classroom teaching was carried out.The experimental group was the traditional classroom teaching in the third and third classes,which was the control group.The SPSS20.0 statistical software was used to analyze and analyze the scores of the standard test papers of the two groups of students.It was concluded that the gamification-inversion classroom teaching mode can effectively improve the students' English learning ability.This research is divided into six chapters:The first chapter is the introduction,which mainly introduces the background of the research,the significance of the research and the overview of the overall structure of the research papers.The second chapter is a literature review,which mainly expounds the related theoretical research results of flipping classroom and gamification.The third chapter is the design and process of the experiment,and comprehensively expounds the research object,research purpose,research ideas and the work scale of the research.The fourth chapter is the procedural flip classroom experiment design.Take a teaching case as an example to illustrate the specific process of the experimental group using gamification flip classroom for teaching research.The fifth chapter analyzes the experimental results of the gamification flip classroom.Using the statistical software SPSS20.0 to analyze the pre-test and post-test results of the test paper,analyze the questionnaire and the interview content,and finally draw the conclusion and adopt the gamification flip classroom.Teaching mode can effectively improve students' English learning ability.The sixth chapter is the conclusion,which explains the research results of this research,summarizes the research enlightenment of this research,and looks forward to the next research on gamification flip classroom.
Keywords/Search Tags:Primary school English, classroom teaching, gamification flip classroom, design, practical research
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