| In the era of knowledge economy,intellectual property becomes an important strategic resource for national development.China promulgated an intellectual property protection plan in 2016,which has been listed as a major national special plan.In recent years,the development of international trade also makes China pay more attention to the patent protection of core technologies.The Ministry of Education has also promulgated the Primary School Science Curriculum Standards in recent years,which emphasizes the overall goal of cultivating the scientific literacy of primary school students.At the same time,the key words of "curiosity" and "fun" repeatedly mentioned in the new curriculum standard also encouraged more front-line teachers to adopt interesting methods to stimulate students’ learning motivation.The core theme of this study,"gamification learning" model,is relatively representative and gradually widely recognized by education at home and abroad.Scientific literacy should be started from children,and patent awareness,as an important part of it,should also be cultivated from the primary school curriculum.The author developed a patent protection game for primary school students for the first time to improve their scientific literacy.This study selects the representative patent knowledge in intellectual property education as the teaching content,based on gamification learning theory,experiential learning theory and multiple intelligence theory.Integrate gamification mechanism into primary school science classroom and develop a new "learning through play" education method suitable for pupils(board game simulation),so that students can personally experience and participate in the application process of patent protection and the process of patent transformation.The development and implementation of patent games in this study aims to strengthen the popularization of patent protection awareness among pupils,consolidate their knowledge of patent protection,and improve their grasp of patent awareness.Chapter one describes the research background from two aspects: the importance of popularizing patent knowledge and the booming development of gamification learning.Secondly,it studies and summarizes the literature at home and abroad,summarizes gamification learning from both theoretical and practical aspects,and then summarizes the current status of patent protection awareness at home and abroad.Finally,it discusses the purpose,significance,methods and central thinking of this study.Chapter two is the definition of relevant concepts and theoretical basis of this study.On the one hand,related concepts are defined as "game","gamification learning" and "gamification learning",laying a theoretical foundation for the game development of this study.On the other hand,the theoretical basis of this thesis is explained in detail,which are gamification learning theory,experiential learning theory and multiple intelligence theory.Chapter three studies the application of gamification learning in cultivating the patent protection awareness of primary school students.Firstly,through the comparative analysis of gamification learning and traditional learning,it is concluded that the former is more applicable to the primary school classroom,and then the board game simulation simulation in gamification learning is more applicable to the teaching content of this paper.Finally,based on the analysis of game design principles and game design objectives,and the new science standard to develop the game design concept of the game prototype,and create a new set of game rules.Chapter four is record and feedback of the patent simulation game applied to Fuzhou city’s primary school science class students.First of all,simulation games applied to science classroom games in the sixth grade students in a primary school in Fuzhou.Secondly,the students were tested using the quiz to analyse their prior patent knowledge.Finally,statistical methods were used to analyze and compare the data of the two classes before and after the test,and it was verified that gamification learning was beneficial to students’ mastery of patent knowledge(P<0.05).Chapter five is the summary and prospect of this thesis.First,the content of this thesis is summarized,and then the author develops the quantitative evaluation table of simulation games according to the requirements and evaluation of curriculum standards.Finally,it analyzes the potential and application of gamification learning to primary school science education and gives a forward outlook on other future applications developed through gamification learning. |