This paper takes“Research on Education and Teaching Theory and Practice in the Information Age”as the main research object,and discusses the importance and influence of education and teaching reform and innovation i...This paper takes“Research on Education and Teaching Theory and Practice in the Information Age”as the main research object,and discusses the importance and influence of education and teaching reform and innovation in the information age.First,it introduces the background of education in the information age,including the characteristics of the information age and the development status of education.Secondly,it summarizes the main content of the book“Research on the Theory and Practice of Education and Teaching in the Information Age.”Lastly,the key points of education and teaching reform in the information age are discussed in order to provide effective guidelines and support for the practice of future education and teaching reform.展开更多
This paper discusses the transformation of art education in anticipation of the future school,and emphasizes the key role of art education in cultivating students’creativity,aesthetic ability,thinking ability,and mee...This paper discusses the transformation of art education in anticipation of the future school,and emphasizes the key role of art education in cultivating students’creativity,aesthetic ability,thinking ability,and meeting social needs.The shortcomings and delays in the traditional art education mode have become evident,prompting the need to explore innovative educational methods.Digital art education is emerging as a means to offer a more immersive art experience through virtual and augmented reality technologies while broadening students’cultural horizons.Interdisciplinary integration combines art with science,engineering,mathematics,and other disciplines to cultivate students’comprehensive literacy and innovative thinking.The innovative spirit and the application of educational technology help students overcome difficulties and continuously improve their work.The article also emphasizes the alignment between art education and social needs,the importance of social support and resources,and the training and development of teachers.展开更多
The shared course and flipped course of Modern Educational Technology were constructed and applied based on the wisdom tree platform.The OMO teaching mode of"two courses,three links and two main subjects"was...The shared course and flipped course of Modern Educational Technology were constructed and applied based on the wisdom tree platform.The OMO teaching mode of"two courses,three links and two main subjects"was constructed according to the course teaching practice,and the teaching practice was carried out.The main teaching links and teaching quality assurance system of the mode were expounded and the application effect was analyzed from the three aspects of student evaluation,course performance and course goal achievement value.The problems in the application of the mode were discussed,and some improvement measures were put forward from the aspects of students,teachers and schools.展开更多
This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qua...This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qualitative interviews and observations revealed that gamification significantly enhances intrinsic motivation by increasing interest and engagement in a learning environment.The study also found that gamification indirectly boosts extrinsic motivation through the augmentation of social interaction and learning engagement.Structural equation modeling underscored the direct and indirect effects of gamification on learning motivation.The findings suggest that educators should integrate gamification elements into their teaching designs,focus on fulfilling students’psychological needs for autonomy,competence,and relatedness,and leverage social interactions to foster motivation.The study’s contributions to the educational field include empirical evidence of gamification’s impact and a multidimensional perspective that strengthens the depth of understanding in the application of gamification.However,the study acknowledges limitations such as potential biases and a non-representative sample,calling for future research to address these issues through broader and longitudinal studies.展开更多
Technological innovations have revolutionized the educational technology into various dimensions. Educational processes without educational technology have no value in this modern world. In education domain, the educa...Technological innovations have revolutionized the educational technology into various dimensions. Educational processes without educational technology have no value in this modern world. In education domain, the educational software has simplified the processes in greater extend. A implemented while developing such educational software. In particu proper lar, the development methodology has to be software developed to enrich these education processes should follow a development strategy to motivate the end users to utilize the hypermedia potentials. The software development life cycle (SDLC) has different phases in designing such educationa technology and assists the end users to benefit from the modern technology. This study identifies the various factors to be considered at each phase of the SDLC while developing educational software. Also, this study proposes some suggestions to be followed in ESDLC with respect to educational processes perspectives. The core idea of this study is to identify the various issues in implementing such educational software in day to day teaching and learning processes.展开更多
文摘This paper takes“Research on Education and Teaching Theory and Practice in the Information Age”as the main research object,and discusses the importance and influence of education and teaching reform and innovation in the information age.First,it introduces the background of education in the information age,including the characteristics of the information age and the development status of education.Secondly,it summarizes the main content of the book“Research on the Theory and Practice of Education and Teaching in the Information Age.”Lastly,the key points of education and teaching reform in the information age are discussed in order to provide effective guidelines and support for the practice of future education and teaching reform.
基金This paper is one of the promotion achievements of the 2018 key project of the National Educational Technology Research Planning Project of the Central Audio-Visual Education Museum“Practical Research on Promoting High School Students’Art Performance Literacy by Information Technology”(Project number:184420013)One of the promotion achievements of Zhongshan Education and Scientific Research 2020 general project“Research on the Aesthetic Education Function of Famous Illustrations in Chinese Textbooks for Primary and Secondary Schools Published by People’s Education Press”(Project number:B2020175)One of the learning and training achievements of the“Guangdong Provincial Famous Principal Wan Fei Workshop.”This abstract is selected from author Yihong Li for the“National Training Program”early 2021 Middle School Art Backbone Teacher Workshop(A314)teaching topic“The Transformation of Art Education Towards the Future School.”。
文摘This paper discusses the transformation of art education in anticipation of the future school,and emphasizes the key role of art education in cultivating students’creativity,aesthetic ability,thinking ability,and meeting social needs.The shortcomings and delays in the traditional art education mode have become evident,prompting the need to explore innovative educational methods.Digital art education is emerging as a means to offer a more immersive art experience through virtual and augmented reality technologies while broadening students’cultural horizons.Interdisciplinary integration combines art with science,engineering,mathematics,and other disciplines to cultivate students’comprehensive literacy and innovative thinking.The innovative spirit and the application of educational technology help students overcome difficulties and continuously improve their work.The article also emphasizes the alignment between art education and social needs,the importance of social support and resources,and the training and development of teachers.
基金Supported by the Science and Technology Innovation Development Project of Tai'an City in 2020(2020ZC339).
文摘The shared course and flipped course of Modern Educational Technology were constructed and applied based on the wisdom tree platform.The OMO teaching mode of"two courses,three links and two main subjects"was constructed according to the course teaching practice,and the teaching practice was carried out.The main teaching links and teaching quality assurance system of the mode were expounded and the application effect was analyzed from the three aspects of student evaluation,course performance and course goal achievement value.The problems in the application of the mode were discussed,and some improvement measures were put forward from the aspects of students,teachers and schools.
文摘This study presents an in-depth examination of the impact of educational gamification on middle school students’learning motivation through a mixed-methods approach.The integration of quantitative survey data and qualitative interviews and observations revealed that gamification significantly enhances intrinsic motivation by increasing interest and engagement in a learning environment.The study also found that gamification indirectly boosts extrinsic motivation through the augmentation of social interaction and learning engagement.Structural equation modeling underscored the direct and indirect effects of gamification on learning motivation.The findings suggest that educators should integrate gamification elements into their teaching designs,focus on fulfilling students’psychological needs for autonomy,competence,and relatedness,and leverage social interactions to foster motivation.The study’s contributions to the educational field include empirical evidence of gamification’s impact and a multidimensional perspective that strengthens the depth of understanding in the application of gamification.However,the study acknowledges limitations such as potential biases and a non-representative sample,calling for future research to address these issues through broader and longitudinal studies.
文摘Technological innovations have revolutionized the educational technology into various dimensions. Educational processes without educational technology have no value in this modern world. In education domain, the educational software has simplified the processes in greater extend. A implemented while developing such educational software. In particu proper lar, the development methodology has to be software developed to enrich these education processes should follow a development strategy to motivate the end users to utilize the hypermedia potentials. The software development life cycle (SDLC) has different phases in designing such educationa technology and assists the end users to benefit from the modern technology. This study identifies the various factors to be considered at each phase of the SDLC while developing educational software. Also, this study proposes some suggestions to be followed in ESDLC with respect to educational processes perspectives. The core idea of this study is to identify the various issues in implementing such educational software in day to day teaching and learning processes.