期刊文献+

网络游戏式活动课程——游戏与教育结合的平衡点探微 被引量:33

Activity Curriculum Based on Network Game——Exploring the Balanceable Point of Integration of Game Into Education
下载PDF
导出
摘要 游戏在个体成长过程中具有重要意义,然而,网络游戏却导致了严重的社会问题。本文通过比较反思,发现教育软件中存在着游戏开发注重的激发动机的游戏性的极度缺失,是其无法与商业游戏争夺青少年的关键,并阐释了造成此缺失的原因。通过对人们探索游戏与教育结合的途径与游戏和活动课程的本质特征、组织形式和目标的分析,提出了开发寓教于乐的网络游戏式活动课程是游戏与教育结合的最佳平衡点的观点。最后讨论了网络游戏式活动课程的基本设计思想。 Game is important to the individual growth. However, network games lead to some serious social problems. Through comparison and reflection, this paper finds that there is an extreme lack of gaming in educational software which has been emphasized in commercial game-development, and that the lack is critical to incapability of educational software to attract teenagers. Furthermore the reasons of the lack are analyzed. Through analysis of the exploration on the integration of the game and education and analysis of the genuine characters, organizing form and objectives of the game and the activity curriculum, it proposes that the best balance-point is to develop “learn by play” Network-Game-Based Activity Curriculum. Finally, the basic curriculum design is discussed.
出处 《现代教育技术》 2005年第6期35-38,共4页 Modern Educational Technology
关键词 活动课程 网络游戏 网络游戏式活动课程 教育网络游戏 Activity Curriculum, Network Game, Network-Game-Based Activity Curriculum, Educational Game
  • 相关文献

参考文献12

  • 1苏冠铭.引发学习动机的最佳方案:电脑游戏[EB/OL].http://www.ccu.edu.tw/TANET2001/TANET2001_Papers/J130.doc,.
  • 2.中国网络游戏行业研究报告[EB/OL].中国企业竞争情报中心[EB/OL].http://www.cccic.com/netyouxi.htm,.
  • 3.网络游戏:整合中的朝阳产业[EB/OL].http://www.cnii.com.cn/20030915/ca232568.htm,.
  • 4陈贤.游戏+教育=寓教于乐作用的知识网游?[DB/OL].http://news. 17173. com/content/2004-10-19/ n787_703987. html,.
  • 5John Kirriemuir, Angela McFarlane. Literature Review in Games and Learning. A Report of NESTA FUTURELAB. [EB/OL]. http://www. nestafuturelab. org/images/downloads/GamesReview1. pdf
  • 6尚俊杰,李芳乐,李浩文.“轻游戏”:教育游戏的希望和未来[J].电化教育研究,2005,26(1):24-26. 被引量:193
  • 7殷亚林,刘延申.校本课程开发的一种新思路——电子游戏与校本课程的整合[J].中国电化教育,2004(11):61-64. 被引量:18
  • 8李中华.我们到底应如何来设计与开发网络课程[J].中国电化教育,2004(5):72-74. 被引量:24
  • 9约翰·赫伊津哈.游戏的人[M].杭州,中国美院出版社,1996.5、6.
  • 10John V. Dempsey, et al. Instructional Applications of Computer Games. [R] . New York: American Educational Research Association, 1996

二级参考文献32

  • 1何克抗.建构主义的教学模式、教学方法与教学设计[J].北京师范大学学报(社会科学版),1997(5):74-81. 被引量:2364
  • 2胡伊青加.人:游戏者[M].贵阳:贵州人民出版社,1998..
  • 3施良方.学习论[M].北京:人民教育出版社,1995..
  • 4The Games-to-Teach Research Team MIT Comparative Media Studies.Design Principles of Next - Generation Digital Gaming for Education[J].Educational Technology,2003,(5) : 33-40.
  • 5Bowman R F. A Pac- Man theory of motivation :Tactical implications for classroom instruction[J]. Educational Technology,1982,22(9) :14- 17.
  • 6Bruckman A. Community support for constructionist learning[J]. Computer Supported Cooperative Work. 1998, (7) : 47-86.
  • 7Dede C, Ketelhut D & Ruess K. Motivation,Usability,and Learning Outcomes in a Prototype Museum-based Muti-User Virtutal Environment[Z]. ICLS Seattle, Washington.
  • 8ELSPA (2003). Interactive Leisure Software : Global Market Assessment and Forecast to 2006 (Report for ELSPA) EDB/OL]. http ://www. elspa. com/serv/screendigestbrief. asp.
  • 9Fromme,J. Computer games as a part of children's culture[DB/OL], http ://gamestudies. org/0301/fromme.
  • 10Hawley C, Lloyd P, Mikulecky L & Duffy T. Workplace simulations in the classroom The teacher's role in supporting learning[R], the annual meeting of the American Educational Research Association. Chicago,IL, 1997.

共引文献247

同被引文献149

引证文献33

二级引证文献229

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部