A comprehensive acoustical test was conducted in the traditional Ch ine se in-house theater, the theater of Shi`s residence in Tianjin. The measured pa rameters include reverberation time, clarity, lateral reflectance...A comprehensive acoustical test was conducted in the traditional Ch ine se in-house theater, the theater of Shi`s residence in Tianjin. The measured pa rameters include reverberation time, clarity, lateral reflectance and IACC. Prim ary analysis was done with the test result.展开更多
Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the eff...Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.展开更多
Eight crosswords made in JClic were applied to twenty nine students from group 654, in area 2, at ENP (national preparatory school) No. 4 (a national public high school) in order to review Unit 2 and introduce the...Eight crosswords made in JClic were applied to twenty nine students from group 654, in area 2, at ENP (national preparatory school) No. 4 (a national public high school) in order to review Unit 2 and introduce the following Unit of Chemistry IV. Two surveys were applied in scholars in order to evaluate: the application of crosswords and of ICT (information and communications technology). The results show that students like ICT because it is a relaxing mechanism to learn, JClic games were also liked by the majority due to the team work, so it induces to considerable learning.展开更多
The paper tries to explore how to use games in teaching English vocabulary in kindergartens. It starts with the introduction of definitions of the game and the characteristics of the game, then lists the types of the ...The paper tries to explore how to use games in teaching English vocabulary in kindergartens. It starts with the introduction of definitions of the game and the characteristics of the game, then lists the types of the game. Based on an analysis of present situation of English vocabulary teaching in kindergartens, the author points out the importance of teaching English vocabulary through games in kindergarten. Finally, the author explains how to use games to teach English vocabulary in kindergartens.展开更多
GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multi...GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multilinguai approach (CLIL compliance) and interactive activities in classrooms. This educational game uses students' personal tablets and smartphones to interact with the game, with a system more comprehensible and funny for young people compared to traditional methodologies. Students are bringing "in situation" by the adventure, so teachers can get a rigorous assessment of their skills. The Game includes several adventure paths, suitable for different age students. They are focused on scientific topics, humanities, hands-on activities in interdisciplinary way. If used conditions do not allow practical or laboratorial activities provided by the game, players can see some videos to understand the activities. Experimental results were outstanding: the RPG appreciation is in agreement with the experiments outcome. This work experience gets excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of results achieving.展开更多
The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementa...The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementary children's in-class physical activity (PA) intensity levels and perceived situational interest over time. The results indicated that students' situational interest dropped dramatically over two semesters, but their PA intensity increased over time. The results showed that boys and girls were equally active in the exergaming lessons, but boys perceived their gaming experiences more enjoyable than girls did. The findings suggest that exergames may be a possible means to enhance PA in PE. However, whether exergaming is a sustainable way to motivate children in PA is questionable.展开更多
As a teaching aid, games are vital to facilitate every part in learning process. They are easy to arouse learners' attention and are accessible to achieve teaching objectives compared with traditional teaching. The a...As a teaching aid, games are vital to facilitate every part in learning process. They are easy to arouse learners' attention and are accessible to achieve teaching objectives compared with traditional teaching. The author did two-month classroom observations in Education First Training School in Ningbo. This paper discusses and shares useful and effective games provided in English class.展开更多
文摘A comprehensive acoustical test was conducted in the traditional Ch ine se in-house theater, the theater of Shi`s residence in Tianjin. The measured pa rameters include reverberation time, clarity, lateral reflectance and IACC. Prim ary analysis was done with the test result.
文摘Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.
文摘Eight crosswords made in JClic were applied to twenty nine students from group 654, in area 2, at ENP (national preparatory school) No. 4 (a national public high school) in order to review Unit 2 and introduce the following Unit of Chemistry IV. Two surveys were applied in scholars in order to evaluate: the application of crosswords and of ICT (information and communications technology). The results show that students like ICT because it is a relaxing mechanism to learn, JClic games were also liked by the majority due to the team work, so it induces to considerable learning.
文摘The paper tries to explore how to use games in teaching English vocabulary in kindergartens. It starts with the introduction of definitions of the game and the characteristics of the game, then lists the types of the game. Based on an analysis of present situation of English vocabulary teaching in kindergartens, the author points out the importance of teaching English vocabulary through games in kindergarten. Finally, the author explains how to use games to teach English vocabulary in kindergartens.
文摘GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multilinguai approach (CLIL compliance) and interactive activities in classrooms. This educational game uses students' personal tablets and smartphones to interact with the game, with a system more comprehensible and funny for young people compared to traditional methodologies. Students are bringing "in situation" by the adventure, so teachers can get a rigorous assessment of their skills. The Game includes several adventure paths, suitable for different age students. They are focused on scientific topics, humanities, hands-on activities in interdisciplinary way. If used conditions do not allow practical or laboratorial activities provided by the game, players can see some videos to understand the activities. Experimental results were outstanding: the RPG appreciation is in agreement with the experiments outcome. This work experience gets excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of results achieving.
文摘The present study was built upon a previous study on the new generation video game, exergame, in elementary school physical education (PE). The purpose of the study was to examine the effect of exergames on elementary children's in-class physical activity (PA) intensity levels and perceived situational interest over time. The results indicated that students' situational interest dropped dramatically over two semesters, but their PA intensity increased over time. The results showed that boys and girls were equally active in the exergaming lessons, but boys perceived their gaming experiences more enjoyable than girls did. The findings suggest that exergames may be a possible means to enhance PA in PE. However, whether exergaming is a sustainable way to motivate children in PA is questionable.
文摘As a teaching aid, games are vital to facilitate every part in learning process. They are easy to arouse learners' attention and are accessible to achieve teaching objectives compared with traditional teaching. The author did two-month classroom observations in Education First Training School in Ningbo. This paper discusses and shares useful and effective games provided in English class.