摘 要:本文以八年级信息技术“计算机程序不神秘”一课为例,探索在整个教学过程中融入游戏元素的设计与实施。以游戏化情境来激发学习需求,以游戏化反馈来激励学习过程,以游戏化工具来检验学习效度。游戏在课堂中承担的作用,不再是纯粹的“娱乐活动”,而是交付教学内容的载体,从而以此为媒介更好地实现积极学习,为游戏化课程在中学信息技术课堂上的设计与实施提供参考。游戏元素;积极学习;计算机程序
中图分类号:G633.67 文献标识码:A 文章编号:2096-4706(2019)11-0129-03
To Explore Active Learning with Games
——Use the Lesson “Computer Programs are Not Mysterious” in the Eighth Grade ofInformation Technology as an Example
SHI Tianyun
(Changshu Xinglong Middle School,Suzhou 215500,China)
Abstract:This text uses the lesson “Computer Programs are Not Mysterious” in the eighth grade of information technology as anexample to explore the design and application in the teaching process with games. That means teachers can stimulate the students’studyingneeds in gamification situations;encourage learning process with gamification feedback;check the validity with gamification tools.Games in teaching process are carriers of teaching contents, no longer a pure “entertainment activity”. Thus,teachers can achieve thegoals of active learning and get more references for the computer lessons in secondary schools based on the gamification means.
Keywords:game elements;active learning;computer programs
参考文献:
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[2] [ 美]Karl M.Kapp 著. 游戏,让学习成瘾 [M]. 陈阵,译. 北京:机械工业出版社,2018.
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作者简介:施天韵(1984.10-),女,汉族,江苏常熟人,中小学一级教师,工程硕士,研究方向:游戏化课程在中学信息技术课堂上的设计与实施。