| With the continuous development of the information society,the demand for information literacy in the society is also increasing.The Information Technology Curriculum Standard for Compulsory Education advocates authentic learning and innovative teaching methods,driven by real problems or projects,to construct knowledge and enhance problem-solving abilities.The key lies in creating authentic situations,introducing diverse digital resources,and increasing student engagement.Gamification as a teaching method,different from traditional teaching,combines game activities with teaching activities to stimulate students’ interest in learning.This study is based on the theories of gamification teaching,constructivist learning,and Dewey’s "learning by doing" theory.By analyzing the achievements of gamification teaching models at home and abroad,such as the E-gamification teaching model,GAFCC gamification teaching model,and computer-based course gamification teaching model,the commonalities and advantages of different gamification teaching models are summarized.Combining with the requirements of the current new curriculum standards and the characteristics of junior high school information technology subjects,an attempt is made to construct a gamification teaching model for junior high school information technology.Based on the constructed gamification teaching model,using the information technology textbook of the first semester of seventh grade,and combining with the characteristics of seventh-grade students,suitable game types were selected.This study designed a gamification teaching design plan for junior high school information technology and revised the design plan through action research.During the two action research processes,data generated during the teaching practice were collected and sorted through questionnaires,interviews,classroom observations and other methods,and the effectiveness of the gamification teaching model was tested and evaluated.The experimental results showed that the gamification teaching model of junior high school information technology had significantly improved students’ learning interests,classroom participation,and knowledge mastery.The main achievement of this study is the construction of a gamification teaching model for junior high school information technology.Under the guidance of this model,teaching case design was carried out and teaching verification was conducted,in order to provide reference and inspiration for the design and implementation of gamification teaching for junior high school information technology. |