英语课堂是小学生学习英语知识的主要场所,将课堂转变为学生的课堂,有利于提高学生对于英语学习的热情与效率。基于译林版4AUnit4 I can play basketball 的课堂教学,阐述了 如何通过巧妙改编小游戏,多样化教授单词,将学生加入授课环节...英语课堂是小学生学习英语知识的主要场所,将课堂转变为学生的课堂,有利于提高学生对于英语学习的热情与效率。基于译林版4AUnit4 I can play basketball 的课堂教学,阐述了 如何通过巧妙改编小游戏,多样化教授单词,将学生加入授课环节,让学生真正成为课堂的主 人。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
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 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
The article uses the psychological measurement, literature review, educational practices and other research methods; it studied experimentally sports games teaching on infant mental health. The results showed that: s...The article uses the psychological measurement, literature review, educational practices and other research methods; it studied experimentally sports games teaching on infant mental health. The results showed that: sports games after the implementation of a semester teaching methods, students 'mental health after the experiment each index scores generally declined, sports games teaching on infant mental health has a positive role in promoting; especially abnormal psychology students' psychological problems have a very good therapeutic effect; the impact of teaching methods on students' mental health has no gender differences.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
The most important goal in civics education is to ensure that each citizen has a good understanding of ethics and moral behavior, and thus stresses the constant link between knowledge and practice. In this context, to...The most important goal in civics education is to ensure that each citizen has a good understanding of ethics and moral behavior, and thus stresses the constant link between knowledge and practice. In this context, to increase understanding of civics education for being able to create the best generation and condition in the future life, study on this issue is becoming a very crucial manner. In general, methods like discussion and dialogue are used to allow students to express themselves. However, cooperative learning in particular addresses many of the needs and concerns facing by educational systems and Team Game Tournament (TGT) method is one of the preferable methods of cooperative learning. This study was aiming to increase civics learning achievements by using cooperative learning based on TGT method on secondary school students of Jatisari of Indonesia. The action research procedure was also used so as to be able to evaluate the influent, impact, and result of TGT. Accordingly, cooperative learning with TGT method has successfully given positive contribution to increasing student learning civics achievement.展开更多
Lillian Hellman is a leading figure in 20th century American theatre. Due to the intensity of feeling and the general theme of good vs. evil, her plays are tagged with "melodrama". However, by examining one of her m...Lillian Hellman is a leading figure in 20th century American theatre. Due to the intensity of feeling and the general theme of good vs. evil, her plays are tagged with "melodrama". However, by examining one of her masterpieces The Little Foxes, it is revealed that Lillian Hellman transcends the confmes of traditional melodrama by combining the complexity of real life into the pretense of representation, thus making her play forcefully believable.展开更多
Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students wou...Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best.展开更多
Drama is an important area in teaching of mother tongue. It should be as important as language and literature. The teacher needs drama as a tool of motivation and as a common exercise for all pupils. In developing a n...Drama is an important area in teaching of mother tongue. It should be as important as language and literature. The teacher needs drama as a tool of motivation and as a common exercise for all pupils. In developing a new method, interview drama, the author has used design-based research telling about three samples, where there is document about its advantages. The method has been developed since 1996 and used it with several groups (adult student teachers and young pupils). As a text the author has used fairy tales, novels, Hamlet and Kalevala. With Finnish2-students we have read Bibi Moves into Finland and writer Kari Hotakainen's novel Ihmisen osa (The Human Fortune). The students have written positively about the interview drama in their learning logs. Also assessments concerning the method have been positive. It is a funny method. It is not possible to fulfill without laughter. Student teachers (n 90) evaluated the method with Likert scale 1-5. The mean was 4,00. They said: very nice; I shall use it; very useful; phantastic; very interesting; deepens the text and makes it very lively. Only a few were astonished, is it possible to use drama in the university.展开更多
This article examines some ideas on reading Plato by three scholars, dating from different decades of the 20th century and setting off from various theoretical starting points, who explored an alternative possibility ...This article examines some ideas on reading Plato by three scholars, dating from different decades of the 20th century and setting off from various theoretical starting points, who explored an alternative possibility by suggesting theories that incorporate the element of"dramatic" performance. According to Auguste Diès the written dialogue is a literary version of a dialectical duel actually held in the Academy between a distinguished visitor and a selected group of students. Through the so-called process of"transposition", Plato transforms a real life event into an artful piece of literature recreating the original scene for educational purposes. Gilbert Ryle, on the other hand, held that the dialogues were primarily intended for dramatic recitation in public, with Plato himself delivering the words of Socrates. They were delivered orally to audiences, as a rule in the context of literary competitions, in which the other Socratics also took part. Finally, Holger Thesleff has once suggested that the (re)performance of the dialogues as an established activity in the Academy constitutes a necessary stage in the composition of new works and the revision of the old ones. In view of his conviction that Plato was the inventor of the dramatic philosophical dialogue he also seemed to have been the first one who explicitly, however cautiously, entertained the idea of theatrical presentation of Plato's dialogues-though he later changed his mind and fallen back to the theory of public reading.展开更多
The challenges of today's world require college students have different skills and know how to apply the knowledge acquired to solve new situations. The traditional mode of teaching with lectures, still present in ma...The challenges of today's world require college students have different skills and know how to apply the knowledge acquired to solve new situations. The traditional mode of teaching with lectures, still present in many subjects of the engineering, seems to favor the development of the necessary skills, as active use of knowledge required [ 1 ]. However, they are using simulation games as an educational method in many universities in the world for the advantages they present for learning and the development of various skills, to simulate specific situations of professional activity [2]. This paper presents some background and requirements that games must meet educational purposes and propose their use in subjects related to economics, management and organization of production engineering programs where you can teach and learn from building products with simple items like cardboard paper on the theory of constructionism to build a product where people are building theories and knowledge in the mind [3]. The use of games is not widespread in universities in Argentina, however you can generate more motivating learning situations as it leaves the board becoming less abstract and more concrete learning. Classroom climate changes as students take a more participatory role and the teacher intervenes as a guide or facilitator of learning. This work could motivate teachers and researchers to promote their use in teaching and in future research to evaluate the potential of its use as a learning tool.展开更多
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 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The article uses the psychological measurement, literature review, educational practices and other research methods; it studied experimentally sports games teaching on infant mental health. The results showed that: sports games after the implementation of a semester teaching methods, students 'mental health after the experiment each index scores generally declined, sports games teaching on infant mental health has a positive role in promoting; especially abnormal psychology students' psychological problems have a very good therapeutic effect; the impact of teaching methods on students' mental health has no gender differences.
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.
文摘The most important goal in civics education is to ensure that each citizen has a good understanding of ethics and moral behavior, and thus stresses the constant link between knowledge and practice. In this context, to increase understanding of civics education for being able to create the best generation and condition in the future life, study on this issue is becoming a very crucial manner. In general, methods like discussion and dialogue are used to allow students to express themselves. However, cooperative learning in particular addresses many of the needs and concerns facing by educational systems and Team Game Tournament (TGT) method is one of the preferable methods of cooperative learning. This study was aiming to increase civics learning achievements by using cooperative learning based on TGT method on secondary school students of Jatisari of Indonesia. The action research procedure was also used so as to be able to evaluate the influent, impact, and result of TGT. Accordingly, cooperative learning with TGT method has successfully given positive contribution to increasing student learning civics achievement.
文摘Lillian Hellman is a leading figure in 20th century American theatre. Due to the intensity of feeling and the general theme of good vs. evil, her plays are tagged with "melodrama". However, by examining one of her masterpieces The Little Foxes, it is revealed that Lillian Hellman transcends the confmes of traditional melodrama by combining the complexity of real life into the pretense of representation, thus making her play forcefully believable.
文摘Second language teachers are often impressed that activities and games are always enjoyed by students of different levels. When some novel and original activities and games are conducted in the classroom, students would participate in with great interest and enthusiasm, and often yield unexpected teaching results. Despite the usefulness and significance, its role has long been despised and marginalized. This article is intended to reexamine its role and status in language teaching and make them serve the teaching objectives the best.
文摘Drama is an important area in teaching of mother tongue. It should be as important as language and literature. The teacher needs drama as a tool of motivation and as a common exercise for all pupils. In developing a new method, interview drama, the author has used design-based research telling about three samples, where there is document about its advantages. The method has been developed since 1996 and used it with several groups (adult student teachers and young pupils). As a text the author has used fairy tales, novels, Hamlet and Kalevala. With Finnish2-students we have read Bibi Moves into Finland and writer Kari Hotakainen's novel Ihmisen osa (The Human Fortune). The students have written positively about the interview drama in their learning logs. Also assessments concerning the method have been positive. It is a funny method. It is not possible to fulfill without laughter. Student teachers (n 90) evaluated the method with Likert scale 1-5. The mean was 4,00. They said: very nice; I shall use it; very useful; phantastic; very interesting; deepens the text and makes it very lively. Only a few were astonished, is it possible to use drama in the university.
文摘This article examines some ideas on reading Plato by three scholars, dating from different decades of the 20th century and setting off from various theoretical starting points, who explored an alternative possibility by suggesting theories that incorporate the element of"dramatic" performance. According to Auguste Diès the written dialogue is a literary version of a dialectical duel actually held in the Academy between a distinguished visitor and a selected group of students. Through the so-called process of"transposition", Plato transforms a real life event into an artful piece of literature recreating the original scene for educational purposes. Gilbert Ryle, on the other hand, held that the dialogues were primarily intended for dramatic recitation in public, with Plato himself delivering the words of Socrates. They were delivered orally to audiences, as a rule in the context of literary competitions, in which the other Socratics also took part. Finally, Holger Thesleff has once suggested that the (re)performance of the dialogues as an established activity in the Academy constitutes a necessary stage in the composition of new works and the revision of the old ones. In view of his conviction that Plato was the inventor of the dramatic philosophical dialogue he also seemed to have been the first one who explicitly, however cautiously, entertained the idea of theatrical presentation of Plato's dialogues-though he later changed his mind and fallen back to the theory of public reading.
文摘The challenges of today's world require college students have different skills and know how to apply the knowledge acquired to solve new situations. The traditional mode of teaching with lectures, still present in many subjects of the engineering, seems to favor the development of the necessary skills, as active use of knowledge required [ 1 ]. However, they are using simulation games as an educational method in many universities in the world for the advantages they present for learning and the development of various skills, to simulate specific situations of professional activity [2]. This paper presents some background and requirements that games must meet educational purposes and propose their use in subjects related to economics, management and organization of production engineering programs where you can teach and learn from building products with simple items like cardboard paper on the theory of constructionism to build a product where people are building theories and knowledge in the mind [3]. The use of games is not widespread in universities in Argentina, however you can generate more motivating learning situations as it leaves the board becoming less abstract and more concrete learning. Classroom climate changes as students take a more participatory role and the teacher intervenes as a guide or facilitator of learning. This work could motivate teachers and researchers to promote their use in teaching and in future research to evaluate the potential of its use as a learning tool.