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类型:原创 | 来源:520化学网 | 作者/推荐人:化学教学与资源研究所 | 点击量:836326 | 时间:2012年6月5日 0:20:18 |
基于学科思维培养的初三化学教育游戏的设计与应用研究
专业:化学课程与教学论 申请者:张娇蛟 导师:钱扬义 摘 要信息技术的发展和移动终端的普及为学生提供了新的学习途径——教育游戏。教育游戏是一种能够培养游戏使用者的知识、技能、智力、情感、态度、价值观,并具有一定教育意义的计算机游戏类软件。与此同时,我国正在进行的新课程改革对人才的培养也提出了新的学习要求——注重思维能力的培养。基于此,本研究自主开发5款以培养学科思维能力(对照实验思维能力、微观符号思维能力)为目标,针对初三学生自主学习的的教育游戏,并在中学进行了初步的实践应用研究,探查教育游戏在初三学生化学思维培养中的作用,以及初三师生对化学教育游戏的态度与评价。 本文主要包含六个部分,涉及五个研究的内容。 第一部分阐述了课题的研究背景、研究目的、研究意义、研究思路及方法,并对相关概念进行界定。进而提出本研究的课题——基于学科思维培养的初三化学教育游戏的设计与应用研究,旨在为学生的思维培养提供新方式,为教师的教学提供新资源,为教育游戏的研究提供新范例。 第二部分是文献综述。综述了本课题研究的理论基础,并对国内教育游戏的研究现状和国内外化学教育游戏的开发现状两方面进行分析,结果显示:①国内 教育游戏的研究态势良好,研究重心逐渐过渡为教育游戏的开发,②国内教育游戏的研究起步较晚,教育游戏应用效果的研究不多,针对化学学科的教育游戏较少见,③国内化学游戏目前仍以实物类游戏居多,游戏功能以巩固化学知识和激发学习兴趣为主。 第三部分是可行性分析。旨在通过对师生两个群体态度的调查,了解本课题研究的实际可行性,明确初三师生对教育游戏的需求,为游戏的设计和开发提供实践基础。 研究1:利用问卷调查法,对广州市某两所中学共200位初三学生进行调查。研究发现:①初三学生使用电脑时间少,为游戏的推广造成一定困难,②目前中学化学教学中较少使用游戏或动画进行辅助教学,③初三学生对教育游戏持欢迎态度,并希望教师能将游戏和动画引入课堂,④初三学生较喜欢的教育游戏类型有故事探险型、实验探究型、角色扮演型和魔术揭秘型。 研究2:利用问卷调查法,对广东省各地的21位中学化学教师进行调查。研究发现:①教师对教育游戏持肯定态度,②教师认为教育游戏对课堂教学的主要作用为活跃课堂气氛和提高学生学习兴趣,③大多数教师对教育游戏在课堂中的使用存在一定的顾虑,④教师认为游戏设计应优先遵循科学性原则,⑤教师普遍认为其更适合面向低年级学生,在第二课堂使用。 第四部分是游戏开发。介绍了本课题教育游戏的设计依据、开发流程和游戏案例。基于对学习者和学习内容两方面分析的基础上,游戏经由设计、制作、编程、调试、修改等步骤逐步成型,前后共历时10个月的时间。文中对应用研究中使用的5个游戏进行了简单介绍。 第五部分是初步应用研究。 研究3:结合问卷调查和和访谈法,调查了广东省各地的17位中学化学教师对本游戏的游戏设计、功能的评价,使用态度和修改建议。研究发现:①教师肯定并期待教育游戏的开发,渴望知道其应用效果,②教师为本研究提供了拓宽游戏内容、优化版面设计、延长游戏时间、精简探究内容、加强游戏开放性等建议。 研究4:采用纸笔测试法,选取肇庆市某中学初三2个班共112位不同学习水平的学生利用本研究的教育游戏进行学科思维培养效果研究,并在研究后期随机抽取4名学生作为访谈对象,进一步了解游戏的使用情况。研究发现:①该游戏对初三学生的学科思维培养具有一定的积极作用,②学生通过游戏,对照实验思维能力和微观符号思维能力有所提高。③该游戏对不同学习水平的学生的能力培养效果有所差别。 研究5:利用问卷调查法,调查初三学生对本游戏的效果性、互动性、美观性、操作性、吸引性、发展性的评价,并分析不同学习水平、不同性别的学生评价结果的差异。研究发现:①学生对游戏的游戏价值和学习价值持肯定态度,②不同学习水平、性别的学生对游戏的各方面评价和态度存在差异。 第六部分是研究结论与展望。本研究包括以下几个主要结论:①在文献分析和实践调查的指导下,成功开发5款基于学科思维培养,针对初三学生自主学习的教育游戏,②本课题游戏获得绝大多数中学师生的肯定,③本课题游戏对学生的化学思维培养起到了一定的积极作用,④本课题为教育游戏与学科教学的整合提供了范例。同时本文还针对案例设计、编程制作和应用评价三个方面提出了下一步工作的方向。 目前针对化学学科的教育游戏的研发和应用研究仍不多见,本研究首次以学科思维培养为研究目的和内容,对初三化学教育游戏的开发应用这一新兴课题进行了初步研究,通过实践研究得出教育游戏与化学学科相整合的一个范例,并将研究成果上传到了“520化学游戏网”www.520hx.com.cn/yx,为其他教育游戏的设计和评价提供了一定的参考价值。
关键词:教育游戏;学科思维培养;初三化学;游戏设计;应用研究 Design and Application Studies of Chemical Educational Games for Cultivation of Thinking Ability upon disciplines of Grade 3 Junior Middle School Students
Major: Chemistry Curriculum and Teaching Theory Name: Zhang Jiao jiao Supervisor: Qian Yang yi
Abstract
With the development of information and technology and popularization of intelligent model terminals, an innovative learning approach---educational games comes up, which is a kind of computer games that cultivate the game player’s knowledge, technology, intelligence, emotion, altitudes and value orientation at the same time. Coincidently, the ongoing education course reform in China puts highly emphasis on the cultivation of the ability of thinking. Given this reason, this dissertation develops multiple didactical games for cultivating the thinking ability of the grade 3 junior middle school students through self-learning, and practical application has been conducted among students. Moreover, this dissertation also tries to figure out what effect educational games will have on the cultivation of the students’ thinking ability and what attitudes and judgments the teachers and students hold on educational games. This dissertation consists of six parts concerning five studies. Parts one presents the background, goal, significance, study methods of this dissertation and related deifications. The topic of this dissertation is design and application studies of chemical educational games for cultivation of thinking ability of grade 3 junior middle school students, aiming for providing new ways for cultivating the thinking ability of the students, providing chemical teachers with new teaching resources and setting good examples for further study of educational games. Part two presents the applicable theories for educational games design and current developing status of chemical educational games at home and abroad, and works out:①study on educational games goes on very well and the emphases is gradually shifted to the development on the didactical games. ②study on chemical didactical games in China begins quite late, and the documented application study on the didactical games in China is still very rare, let alone the didactical games on chemical education. ③ most of them are object games for middle school students and their major function is consolidating the chemical knowledge already obtained and intriguing the interests of students. Part three presents the feasibility of these studies based on the attitudes the teachers and students holds on educational games so as to find out the demands the students and teachers require on the educational games and then provide basis for its design. Study 1: A survey was conducted among 200 grade 3 junior school students of two middle schools in Guangzhou. The conclusion is that: ① these students got few opportunities to use the computer which would restrain the population of the didactical games. ②at present teachers of these two schools seldom integrated the didactical games and animation into the course of teaching. ③these didactical games were strongly welcomed by these students to become part of the course of teaching. ④these students were quite interested in the games regarding exploration, experimental research, role play and magic reveal etc. Study 2: it combines both the public survey and individual interview. Up to 21 chemical teachers all over Guangdong middle schools participated in these interviews. It shows: ① these teachers were positive to the didactical games. ②the didactical games were capable of raising the learning interest of students and improve the learning atmosphere. ③there were still some concerns about the application of the didactical games in the class. ④the didactical games should be designed scientifically. ⑤the didactical games were more applicable to the lower grade students. Part four represents the design and development procedures of educational games. The design of educational games consists of design principle and functional modules. The development of educational games includes preliminary design, art design, programming, commissioning, and final shaping, which takes about 10 months. Then, this dissertation simply introduces the application of five didactical games. Part five represents the primary study on the application of educational games. Study 3: in accordance with questionnaires and interviews, 17 chemical teachers all around Guangdong middle schools gave some comments and proposals for design and functionality of educational games. The studies found ① teachers were looking forward to the development of educational games and eager to know its application effect. ②teachers proposed to enrich its contents, optimize its layout, extend its time, simplify its content, and enhance its openness etc. Study 4: adopting the written testing method, a total of 112 grade 3 junior students from two classes of one middle school in Zhaoqing city were interviewed for checking the effects on cultivating the mode of thinking through the didactical games. Later, 4 students among them were further interviewed. The testing results are: ① educational games played a positive effect on cultivation of thinking ability of grade 3 middle school students. ② educational games really improved the thinking abilities on compared experiments and micro symbols ③ improvement on cultivation of thinking ability varied among students with different knowledge level. Study 5: it studied what students looked on the effects, interaction, aesthetic, operability, attractiveness and prospect of the didactical games and analyzed the different judgment from the students of different knowledge level, gender, and learning interest. The study found ①students mostly were quite positive on both the education and entertainment value of educational games. ② students of different knowledge level, gender, and learning interest did have different judgments and attitudes on educational games. Part six presents the final conclusions and prospects of the didactical games. ①five didactical games have been developed successfully and designed for the self-learning for the grade 3 middle school students under the guide of document analysis and practical survey. ②most of these teachers are positive to these games. ③these games played an active effect on cultivating the mode of thinking of the students. ④ there games set a good example for integration of l games and discipline education. Additionally, this dissertation presents what should proceed with next, like perfecting its guiding function and layout etc. For the time being, application and study on educational games for chemical education has been done rarely. This dissertation has conducted primary studies on the development of chemical educational games for cultivation of thinking ability of grade 3 middle school students, and tries to work out a good example for integration of didactical games and chemical education and also provides reference information for other didactical games.
Key Words: educational games, cultivation of thinking ability upon disciplines, chemical education for grade 3 junior school students, game deign, application study
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