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Construction And Application Of Gamification Teaching Mode Of Secondary Vocational Courses Under STEAM Concept

Posted on:2024-09-02Degree:MasterType:Thesis
Country:ChinaCandidate:Y ShanFull Text:PDF
GTID:2557307058482854Subject:Education
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With the rapid development of China’s social economy and the increasing demand of the people for a better life,higher requirements have been put forward for the training of talents in the social service industry.How to train students to become complex and innovative talents has become a hot topic of research in the field of vocational education.As the cradle of technical talent,secondary vocational schools are a constant source of talent for society,and it is particularly important to train innovative and complex talent that can truly solve the realities of the social services sector.The cultivation of talent cannot be achieved without the education of the school curriculum,and the cultivation of complex and innovative talent cannot be achieved without the support of basic and multidisciplinary knowledge.Based on the concept of STEAM education,this study has built a contextual,interesting and competitive teaching model for the secondary school Catering Service and Management course by integrating multidisciplinary knowledge with real-life scenarios,targeting the psychological and learning characteristics of secondary school students,and on this basis,developed a menu design gamification teaching software and applied for software copyright.The software was applied to the teaching of Catering Service and Management in secondary schools to test its teaching effect.This study firstly clarifies the background and significance of the study,defines the concepts of STEAM education concept,game-based teaching and contextual learning,and selects multiple intelligence theory,constructivism theory and immersion theory as the theoretical basis,and compares the current research status of STEAM education concept,game-based teaching and the teaching of Catering Service and Management course at home and abroad.Secondly,the current situation of the case schools and their teaching of the Catering Service and Management course was investigated,and the problems existing in the teaching of the Catering Service and Management course in the secondary level were investigated by questionnaire and interview method.The model of gamification teaching design for the middle-level Catering Service and Management course is composed of five stages: teaching element analysis,teaching process design,game software development,teaching practice application and teaching activity evaluation.Again,taking the menu design project in the Catering Service and Management course as an example,the STEAM education concept was combined with the teaching objectives of the course to design specific gamified teaching activities and teaching links and develop the gamified teaching software.Finally,the experimental research method was used to test the teaching effectiveness of the gamified teaching model in the form of questionnaires,achievement tests and interviews for two parallel groups of classes of tourism service majors at Qingdao L School,which were taught gamified and traditional teaching respectively.The results of the study showed that the effectiveness of gamified teaching guided by the STEAM education concept was significantly higher than that of traditional teaching.Game-based teaching can co-ordinate students’ multi-sensory participation in learning and stimulate students’ desire to learn,thereby improving students’ learning efficiency and enhancing their overall ability.Guided by the STEAM education concept,this study constructs a game-based teaching model,which breaks the limitations of traditional teaching,innovates the classroom teaching form of the middle-level Catering Service and Management course,and enriches the teaching behaviour and teaching method system,which not only lays a theoretical foundation for subsequent related research,but also provides ideas and references for the teaching of other middle-level courses.
Keywords/Search Tags:STEAM education concept, gamification teaching, food service and management course, menu design
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