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The Design And Application Of Gamification Strategies In The Cultivation Of Primary School Pupils’ Online Mathematics Reading Habits

Posted on:2022-12-20Degree:MasterType:Thesis
Country:ChinaCandidate:L X WeiFull Text:PDF
GTID:2507306749954579Subject:Computer Software and Application of Computer
Abstract/Summary:PDF Full Text Request
With the widespread popularization of the Internet and the rapid development of information technology,the social environment and lifestyle are increasingly digitized,and the core literacy of mathematics has gradually deepened into the educational concept and leading direction of education reform.Mathematical reading habits are an important learning quality in the era of lifelong education.,which plays an important role in improving students’ mathematics core literacy.Under the background of technology-led education and games-promoted education,how to effectively utilize the advantages of online education,strengthen the cognitive activities of primary school students’ mathematical reading through the gamification design method suitable for the primary school group,and cultivate the mathematical reading habit of primary school students has an important reality.significance.This study attempts to understand and sort out the connotations and characteristics of mathematical reading and mathematical reading habits.Based on relevant theoretical foundations,mathematical reading is divided into three stages: value perception and expectation motivation,information transformation and behavior interaction,and effect evaluation and habit maintenance.,to provide hierarchical examples and references for the process of cultivating mathematical reading habits.After that,the related content of gamification is analyzed and summarized from the perspective of theoretical connotation and element analysis,which lays a theoretical and design foundation for later research.In order to understand the current difficulties of primary school students in learning mathematics and the gamification demands of online mathematics reading,this research conducted a user study.According to the data survey of user characteristics,the target users were defined as the group of primary school students from grades 3 to 4.Through the research methods of user interviews and questionnaire surveys,we can understand the basic characteristics and needs of target users from a qualitative and quantitative perspective,and provide a basis for the later gamification strategy output.Based on the above theoretical research and user survey results,carry out the gamification design principles for the cultivation of mathematical reading habits,and screen out reasonable gamification elements and gamification design methods according to the specific research situations of gamification design and mathematics reading education.The practical application of gamification strategy design is carried out with the three stages of expectation stimulation stage,information transformation and behavior interaction stage,effect evaluation and habit maintenance,and the output points to the gamification strategy model of primary school students’ online math reading habit training.Finally,on the basis of theoretical guidance and gamification strategy model,combined with the results of competitive analysis of existing online mathematics learning products,some gamification strategies were selected for design verification,and the prototype of the online mathematics reading product of "Yuyue Mathematics" was output.The tested object operates and uses the product prototype,comprehensively detects the functional realization of the product,and processes and modifies the design prototype,and obtains an optimization plan through usability tests.
Keywords/Search Tags:online student, mathematical reading habits, gamification strategies, primary school students
PDF Full Text Request
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