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The Excitement Research Of Science Popularization Games And Its Enlightenment To Science Education

Posted on:2019-03-28Degree:MasterType:Thesis
Country:ChinaCandidate:W X DuFull Text:PDF
GTID:2417330566478996Subject:Curriculum and pedagogy
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As early as 2006,the State Council formulated and implemented the "Outline of the National Action Plan for Scientific Literacy",which pointed out that the overall scientific literacy of the people of the country should be raised to a new level as soon as possible.In recent years,our Prime Minister Li Keqiang repeatedly stated in his work report that it is necessary to formulate an "Internet+" action plan to allow "Internet+" to promote the upgrading of China's traditional industries.How to combine the Internet,especially the mobile Internet,with the popularization of science,scientific and efficient work is what we need to think seriously.With the rapid spread of the mobile Internet,mobile operating systems play a decisive role.Mobile phones have become a popular tool for people.Getting messages from mobile phones and learning through mobile phones has become an indispensable part of people's daily lives.This article summarizes and analyzes the status quo of the science education game in the domestic education field based on the analysis and analysis of the status quo of the domestic S & P game.At present,the research of popular science games is still in its infancy,and the development philosophy is lagging behind.This article starts with the concept definition of popular science and video games,explores the relationship between the two,and proposes that there is a conflict between educational functions and entertainment functions;because of the overlapping of both target audiences and the active involvement of both audiences Affinity;and the synthesis of both based on the laws of science and respect for the rules of the game.Using the eye tracker to experiment with popular popular science game "Monument Valley",find out the excitement of science games and hope to apply it to science popularization and daily teaching.The research purpose of this article is mainly to introduce the idea of game-based learning into the dissemination of scientific knowledge in the current situation of the prevalence of mobile games,to provide a new technical means for the dissemination of scientific knowledge and to attract theattention of learners.Using a gamified learning approach to create a virtual learning environment for learners,learners use the learning resources provided in the environment to analyze and solve problems.It also provides a new teaching method for the majority of frontline teachers.The problems to be solved in this paper are:(1)the classification and characteristics of mobile science games;(2)where the excitement of mobile science games is;(3)What is the relevance of game-based learning and science education? The specific work is as follows:(1)Based on the study of the thesis,summarizing the research and development status of mobile science games at home and abroad,based on which the development of the current mobile science popularization game field is summarized,and a systematic understanding of mobile science popularization game application has been established;(2)classify the common mobile science games,summarize their characteristics,and expound the theoretical basis and technical support of the science knowledge game display,and summarize the integration points between popular science knowledge and mobile science games;(3)Based on the previous theoretical analysis and technical support,using eye tracker to analyze the most popular mobile science game "Monument Valley",through the observation time,eye movement trajectory,fixation,fixation time The series analysis finds out why it attracts middle school students and discusses where the excitement is.(4)Through the analysis and research of eye movement experimental data,the research conclusions are discussed,and the association between gamified learning methods and science education is summed up.Then,the teaching conclusions are given based on the conclusions of the research,and finally the research itself is conducted.Reflection and outlook.The research conclusions of this paper are:(1)According to different game platforms,electronic games can be divided into: arcade video games,console video games,computer video games,portable video games;based on four elements of the game: voluntary,Uncertainty,non-profit(non-utilitarian),and fiction,can be divided into four categories of electronic games,namely: opportunities,competitions,dizziness and simulation.This game classification does not cover the 90 popular science games that are census-based;according to the conditions for winning the game,electronic games can be divided into four categories: strategy,adventure,action,and process-oriented.This game category covers the vast majority of the 90 popular science games surveyed;(2)According to the research on the existing classification methods of electronic games,this study has drawn a comparatively suitable method for the distribution of popular science games,namely,puzzle solving science games,simulation science games and educational science games.(3)With the help of eye movement experiments,taking the popular science game "Monument Valley" as an example to study the excitement of popular science games,the following conclusionsare drawn: As the game video becomes more and more colorful and bright,interest The points and areas of interest are gradually expanding;the more complex the scene presented by the game,the more the gaze of the subjects,the longer the continuous gaze;the number of echoes varies with the brightness of the screen,the brighter the screen,the more the number of lookbacks,and The fixations with more times for viewing are often exquisite or relatively complex and varied positions of the game screen.
Keywords/Search Tags:popular science, video games, excitement, science education
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