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Construction And Implementation Of A Gamifying Learning Platform For Primary School Maker

Posted on:2019-02-14Degree:MasterType:Thesis
Country:ChinaCandidate:S ZhangFull Text:PDF
GTID:2417330566492775Subject:Education Technology
Abstract/Summary:PDF Full Text Request
"13th Five-Year" education informatization planning pointed out that "to enable students to have a strong information consciousness and innovation consciousness,to promote" public record "construction using information technology to explore STEAM education,maker education." It can be seen that the cultivation of students' innovative ability,the cultivation of the community to create a culture become the state's planning for the future information education.But the maker education in our country started late,primary and secondary school development conditions are limited,lack of environment created by everyone,primary school customer education is also focused on students' imitation ability,innovation and guidance is insufficient,the rich network resources lack of effective teaching integration.To this end,Professor Yunfeng Gao of Tsinghua University and Zheng Gao who is an expert on information and communication technology,made GIS(group innovation space)in 2014.They advocate learning activities in project or challenge way,cultivate students' planning ability,promote students to arrange their own learning activities in project development,discard the limitations of traditional timetable,and make self study plan.They believe that the students' real learning needs more flexible teaching in the school,providing enough space,materials,equipment and facilities for the students.This paper designs a Maker learning network platform for children,through the analysis of the existing problems in the current primary school maker education in our country and combined with gamifying learning strategies.The platform organizes students to participate in the project through the way of launching educational games,and enables students to actively explore solutions to problems in the process of communication and cooperation.In the gamifying teaching situation,we constantly stimulate students' internal learning motivation,stimulate students' thirst for knowledge,explore desire,create desire,improve their practical ability and cultivate innovative thinking.Meanwhile,we put forward new practice ideas for our primary school customer education.This article is divided into six parts:First,this paper studies the current situation of primary school customer education,analyzes the existing teaching objectives,teaching contents and teaching methods ofprimary school,and analyzes the existing problems.On the basis of the analysis of the present situation,the purpose of the study,the content of the research,the significance of the research are expounded,and the research process are clarified.Second,we study the theory and connotation of primary school maker education,analyze the connotation and characteristics of gamifying learning,understand the existing gamifying learning design strategies,and elaborate how to use gamifying learning strategies to design creative teaching process.Third,analyzed the learning characteristics of primary school students,analyzed the problem of primary school students participating in maker learning,and put forward the strategy of gamifying maker learning for primary school students,and on this basis,design gamifying maker learning process.Four,based on the analysis of primary school maker education and Gamification Learning Theory,carries on the discussion and review of the functional requirements of the platform,to design a lively and friendly operation flow and interaction page for the gamifying maker learning platform,and build a gamifying learning platform for primary school education.Fifth,analyze the application of the platform and improve the platform.Analyze the student's creative process and works,test the degree of students' ability to innovate.On the basis of data analysis and theoretical analysis,we improve the maker learning platform,and finally design a maker learning platform to stimulate students' thirst for knowledge,explore desire and create desire,and cultivate their creativity.Sixth,summarize the whole research process,sort out the harvest in the research,conduct self-criticism on the deficiencies in the research,and provide guidance for the future development of the gamifying customer education.
Keywords/Search Tags:Gamifying learning, Maker education, Platform Design and Application
PDF Full Text Request
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