Font Size: a A A

A Study On The Impact Of Science Games On Teenagers' Conceptual Change

Posted on:2021-02-01Degree:MasterType:Thesis
Country:ChinaCandidate:L H WangFull Text:PDF
GTID:2439330605457448Subject:Science communication and science education
Abstract/Summary:PDF Full Text Request
With the continuous deepening of science education,games have become more and more widely used in education and teaching.In order to explore new forms of science education and achieve the purpose of "learning through fun and teaching through learning",science games have become a scientific knowledge transmission important carrier.At the same time,the effect of youth's concept learning through games has also attracted much attention.The concept change has become the focus of contemporary scientific education research,and it is also the most difficult point of scientific learning.Therefore,it is an important issue to study the influence of popular science games on the concept change of young people.This study firstly combs the connotation and extension of science games at home and abroad through literature review,summarizes the definition,characteristics and classification framework of pre-concepts,and analyzes theoretical exploration and empirical research in terms of model,difficulty and strategy of concept change.Secondly,six science games were screened according to the three principles of science popularization,interaction and feasibility,their evaluation was classified according to the educational and entertainment grades,the knowledge points were determined.Then,through the self-made general second-order questionnaire,students' pre-concepts are measured and classified,which are mainly divided into:conformity with science,conceptual confusion,partiality,manifestation,life experience,absolute inference,and empty shell concepts seven types.Based on the test results,the questionnaire was further improved to form a second-order multiple choice questionnaire for the effectiveness verification of teaching intervention.At the same time,use the "IMMS(Instructional Materials Motivation Survey)" to investigate students' learning motivation when they experience different science games,including:attention,relevance,confidence,satisfaction,and the overall level of learning motivation.Finally,through experimental research to explore the impact of science games on students' concept change,analyze the significance of concept test results before and after the science games,and the differences in learning motivation levels,and then put forward effective strategies or suggestions based on the experimental results.The main conclusions obtained through experimental research are:(1)Pre-concepts are common among students in the knowledge points involved in this research.(2)Science games with educational level at the middle and high level,entertainment at the low and middle level have a positive impact on the change of the scientific concept of young people.Among them,the effect of the transformation of the two former concept types,that is,manifestation and life experience is the most significant.(3)There are differences in students' learning motivations in the popular science games that have an impact on concept change.In terms of the overall level of learning motivation and the attention dimension,educational games with high levels of entertainment and low levels of science games have a higher overall learning motivation than educational games with entertainment and medium levels of science games;in related dimensions,different levels of science games There is no significant difference;in the dimensions of confidence and satisfaction,the popular science games with educational level at the high level and entertainment level at the low level have a greater impact on students'confidence and satisfaction in learning motivation.According to the experimental results,corresponding strategies and suggestions are put forward.For teachers,they can choose suitable educational and entertaining science games in teaching design to stimulate students' learning motivation and provide entertainment for teaching.For game developers,relevant scientific and educational experts can be invited to participate in the development and evaluation of popular games when developing science games to maintain a balance between educational and entertaining in science games.At the same time increase the popularization of existing games.
Keywords/Search Tags:conceptual change, science game, scientific education
PDF Full Text Request
Related items