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Gamification Teaching In High School Information Technology Teaching Application Research

Posted on:2020-07-29Degree:MasterType:Thesis
Country:ChinaCandidate:R W LiuFull Text:PDF
GTID:2417330590481425Subject:The modern education technology
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With the continuous development of information technology and the emergence of information technology products,information technology plays an increasingly important role in today's economic and social life,and it also raises the requirements for students.The information technology education in the basic education stage is no longer limited to the cultivation of students' basic operational ability,but extends to areas such as thinking training and concept improvement.However,the teaching effect of information technology courses is not ideal in the actual teaching process.The teaching of information technology courses is still based on basic operations,ignoring the cultivation of students' conceptual thinking.At present,the state has issued a number of policy documents to promote the teaching of information technology.However,in actual teaching,there are still many problems,such as schools neglecting information technology teaching,students' interest in information technology courses is not high,and teachers' information technology teaching The method is backward.Therefore,it is particularly important to speed up the improvement of the teaching methods and teaching concepts of information technology courses.At the same time,the gamification teaching methods in the education sector have flourished,providing a new direction for the improvement of information technology teaching methods.Based on the important role of gamification teaching in curriculum teaching,gamification teaching can effectively improve the classroom teaching effect.Based on the above background,the research mainly studies the application of gamification teaching in high school information technology courses.Firstly,the research defines the related concepts involved,and on the basis of combing the domestic and foreign literatures,it puts forward the main content of the research,establishes the research direction,and lays the theoretical foundation of the research based on the reading of the literature;The study combines the actual teaching situation with the game design of the practice link,and the design part analyzes the characteristics of the students and information technology courses.The research analyzes the students' cognitive characteristics,psychological characteristics and the teaching section of the course,and carries out specific teaching practice activities based on this;the third paper evaluates the effect of gamification teaching,according to the practice and investigation The analysis results suggest corresponding countermeasures.The practice part of the study takes two classes of a foreign language high school in Zhengzhou as the experimental object.Based on the kahoot platform,the gamification teaching is carried out.By designing the corresponding teaching cases,the tactical teaching and traditional teaching are compared to the students' learning information technology.The impact of the course,in addition to the students' evaluation of the gamification teaching process,the use of the kahoot platform,in order to analyze the micro-impact of gamification teaching on students,and then propose improvements.This paper constructs the design framework of gamification teaching in the teaching of high school information technology courses.Based on the theoretical basis of gamification teaching and the characteristics of high school information technology courses,the application of gamification teaching in high school information technology courses is analyzed.The study draws the important conclusions of gamification teaching to improve the learning effect of students.The gamification teaching has a significant effect on students' participation in class,interest and enthusiasm of students.Through the use of gamified teaching methods,students' participation and enthusiasm have been significantly improved,and students' distracted and disgusted emotions have been significantly reduced.This paper draws on the effective experience of gamification teaching at home and abroad,combined with the investigation results in its own practice teaching,from the design and development of gamification teaching cases,strengthening the investigation and research of students,and promoting gamification teaching become the trend of curriculum reform.Starting from some aspects,the author puts forward the prospect of developing gamification teaching,aiming at speeding up the use of gamification teaching in information technology courses,so as to improve students' enthusiasm for class and improve students' ability to master information technology.The research results not only provide reference design for gamification teaching in China,but also further promote the evaluation of students' information technology ability,which provides a reference for improving the teaching effect of information technology classroom.
Keywords/Search Tags:information technology curriculum, Gamification teaching, kahoot
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