Traditional Culture Encyclopedia - Traditional stories - Game-based Teaching
Game-based Teaching
Regarding "game-based teaching", I think there will be the following directions:
(1) The combination of games and teaching.
This is the shallowest understanding of the combination of some small games and teaching, through the game to enliven the classroom atmosphere, to attract the attention of the students, and the use of this form of instruction, we also call it "games interspersed with teaching". However, this form is more applicable to the traditional offline educational environment, the game needs to be completed by the teacher and student interaction. The essence of this teaching has not changed, it is still a traditional education model, and the role played by the game is more of a tool to regulate the atmosphere.
(2) Use the core value of the game to give new content to education.
First of all, let's interpret the core value of the game, which includes three aspects: game motivation, game thinking and game spirit.
① Game motivation. Game motivation emphasizes the motivation to stimulate learning with games, explaining teaching through games, and creatively designing some game products, and this direction can be collaborated with the Hootsuite Business Group***. As an example, we can design a game, similar to the Sims. Students can have 1 million dollars to create a company within the game, this process may involve the law, such as the Company Law, Contract Law knowledge, through each step of this, students may become CEO, promotion and salary increase, but also may be jailed for this. At the same time, we can also profit from this, such as spending money to hire consultants and conduct counseling. This consulting, we can then equate to course answers. For skill-based knowledge, we can also use sandbox games to expand.
② Game thinking. The application of game thinking includes, but is not limited to, the game itself, we can completely get out of the game, the use of game design elements or design concepts to design teaching. For example, "breakthrough", "points exchange" and a level to promote another level and other forms of incentives, are a derivation of game thinking; and then, for example, combined with VR technology, scanning the focus of a course will jump out of the gift and so on, can be regarded as a game! thinking. This way of teaching may be more inclined to "gamification" rather than the game itself.
③ The spirit of the game. According to Maslow's hierarchy of needs theory, spiritual needs are often above material needs. So is the spirit of the game. The spirit of the game may be more interpreted as "the process of participation", so we will give the spirit of the game in the teaching, but also should pay more attention to the process of teaching, such as the form of interaction, the degree of freedom and so on. This will allow students to learn spontaneously and consciously in the process of learning.
Regardless of which of the above aspects, I think the core value of the game to give education a new connotation may be more applicable to online education. Online education itself is to use Internet thinking to create another mode of teaching and learning for students and teachers, and the way it is used should be more diversified, more varied, and closer to the life and hobbies of modern students, to give full play to the advantages of these qualities, and to supplement the part of the traditional education is not able to provide.
In conclusion, I believe that the core of game-based teaching is "fun" and "silent". The game is the form and the way, education is the purpose, the content of the education subconsciously into the interesting form. To stimulate the learning interest of the target and improve the learning ability of the target. In my opinion, game-based teaching is a very effective teaching method, especially in today's information explosion, the object's attention is easily dispersed, the traditional form of teaching is sometimes not easy to catch the object's point. The traditional teaching form is sometimes not easy to catch the point of the object. The game teaching which is fun and entertaining is more easily accepted by the object. At the same time, I believe that the game-style teaching should pay attention to: games and education should have a balance, pay attention to the "game" and "education" balance, can not forget the purpose of education, simply only look at the fun. After all, education is the goal.
In addition, it happens to mention online education, I also have some of my own views accordingly:
When we mention online education, we may think of MOOC, cloud classroom, and so on this series of Internet course platform. But the first thing we should think about is: education, in the end, what should be the meaning of, and how to interpret.
Maybe I teach a newly mature child to be considerate of others and stay out of trouble, which is called education; or I counsel a child who is about to take the college entrance exam, which is also called education; or even I teach a child how to play the game, which is also a kind of education. Education itself is an all-encompassing word, and online education, relying on data platforms and the Internet model, is itself a diverse thing. However, we are now exposed to a number of platforms, are in the form of "lecturer + PPT", then online education may lose its own role, becoming a traditional education model of the porter. This lack of interactive behavior, lack of innovation in the form of online education, in fact, is in trouble.
(1) Contextualization and gamification.
When it comes to gamification, contextualization has to be mentioned. As mentioned in the main text, some games are designed for a certain field or a certain subject. The essence of these games is contextualization. We create simulated situations for users in which they can learn and, at the same time, use the situation to reinforce their memory of the knowledge. In other words, teachers usually like to create a context in which they can present facts to help students understand better. What we do is to create this situation, so that the students really feel, hands-on practice, not just listen to the teacher so simple.
In this way, we can develop this idea, such as changing the online coursework from case study to a game, or combining VR/AR technology to enrich the context and achieve the goal of "feeling it".
(2) Interactivity.
Looking at the major platforms for online education, many applications are a video/live broadcast, and the person in front of the computer/mobile phone does not know if he is listening. The biggest problem is the lack of interaction. Less interaction, the role of education itself to transfer knowledge can not be achieved. In addition, the user did not listen to it, he did not get what he wanted, and lost interest, so what do we use to profit? This is a vicious circle. So I think the interaction is a very important problem to be solved.
(3) Expanding communication channels and forms.
Relying on the Internet and new media, we can expand our communication channels and innovate with richer forms. For example, columnization, to create a timed reading/learning experience for users and other forms. Finally, through a variety of new media back to the application of this point, from dispersion to concentration.
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