期刊文献+

游戏应用于盲部学生田径课堂初探

原文传递
导出
摘要 盲部学生由于生理缺陷障碍,在实际的盲部学校田径课堂中难以实现良好的教学效果。游戏是作为附加于田径教学内容,有利于开发和激励盲部学生积极参与田径课堂的有效教学方法。本文采用文献资料法结合实地调研和教学经验,以南通市特教中心盲部学生为研究对象,探索游戏应用于盲部学校田径课堂的实践探究。研究发现:游戏同样可以提高盲部学生学习激情,优化田径课堂教学质量,文中从游戏应用于盲部田径课堂的重要意义着手,进一步探析盲部学校田径课堂游戏教学的注意事项,进而深入探究游戏如何应用于盲部田径教学。
作者 熊红梅
出处 《田径》 2018年第8期17-18,共2页 Track and Field
  • 相关文献

参考文献2

二级参考文献37

  • 1Deterding, S., Dixon, D., Khaled, R., et al. From Game Design Elements to Gamefulness: Defining Gamification[C].Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM,2011:9-15.
  • 2Malone,T.W.. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games[J]. Pipeline, 1981,6 (2) :50-51.
  • 3Gee,J.P.. What Video Games Have to Teach Us about Learning and Literacy[J]. Computers in Entertainment (CIE), 2003,1 (1): 20-20.
  • 4Prensky, M.. Digital Game-Based Learning [J]. Computers in Entertainment (CIE), 2003,1 ( 1 ) : 21-21.
  • 5Felicia,P.. Digital Games in Schools: Handbook for Teachers [DB/OL].[2014-11-12].https ://teleam.archives--ouvertes.fr/file/index/docid/ 697599/filename/FELICIA-2009.pdf.
  • 6Ulicsak,M.. Games in Education: Serious Games: A Futurelab Literature Review[M]. UK: FutureLab, 2010.
  • 7Huotari,K., Hamari,J.. Defining Gamification: A Service Marketing Perspective [C].Proceeding of the 16th International Academic MindTrek Conference. ACM, 2012:17-22.
  • 8Nicholson,S.. A User-Centered Theoretical Framework for Meaningful Gamification[J]. Games+ Learning+ Society,2012, (8):1-7.
  • 9Papastergiou,M..Digital Game-Based Learning in High School Computer Science Education: Impact on Educational Effectiveness and Student Motivation [J]. Computers & Education, 2009,52(1 ):1-12.
  • 10Squire, K.D.. Replaying History: Learning World History through Playing Civilization III [D]. Indiana: Indiana University,2004.

共引文献100

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