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中文题名:

 游戏教学法在美国圣塔菲南高中汉语词汇教学中的应用研究    

姓名:

 康丽    

保密级别:

 公开    

论文语种:

 中文    

学科代码:

 045300    

学科专业:

 汉语国际教育    

学生类型:

 硕士    

学位:

 汉语国际教育硕士    

学位类型:

 专业学位    

学位年度:

 2018    

校区:

 北京校区培养    

学院:

 汉语文化学院    

研究方向:

 应用研究    

第一导师姓名:

 黄晓琴    

第一导师单位:

 北京师范大学汉语文化学院    

提交日期:

 2018-06-06    

答辩日期:

 2018-06-06    

外文题名:

 APPLICATION OF GAME TEACHING METHOD IN CHINESE VOCABULARY TEACHING IN SANTA FE SOUTH HIGH SCHOOL IN AMERICA    

中文关键词:

 汉语词汇教学 ; 游戏教学法 ; 教学设计 ; 美国高中生    

中文摘要:
笔者任教于美国圣塔菲南高中,学生以墨西哥裔为主,活泼好动,学习动机不足,词汇学习效率低。根据一年的教学实践发现,美国学生更习惯于轻松愉快的学习氛围,喜欢亲自参与课堂活动,因此用游戏的方法进行词汇教学,一方面可以提高学生学习主动性,另一方面也可以提高学习效率。 通过笔者与其他赴美志愿者的讨论,以及对学生所喜欢的游戏进行调查之后发现卡片和猜词是志愿者老师使用较多的游戏,而kahoot作为多媒体游戏在美国外语老师中使用较多,因此笔者借鉴国内外老师建议并结合自身教学实践确定三种游戏,即卡片游戏、猜词游戏和kahoot。以《快乐汉语》中的《时尚和娱乐》,《学校生活》,《购物》三课中的词语为例,进行教学设计,并在课堂实施。通过课堂观察和课后的师生反馈调查,我们发现用游戏的方法有诸多优点,如营造轻松的课堂氛围,减少学习者焦虑,从而提高学习动机,同时在竞争与合作过程中,增加互动和操练机会,提高学习效率。 另一方面我们也发现存在若干问题,如课堂秩序混乱、学生知识性准备不足、重复进行的游戏形式降低学生积极性等。根据这些问题,笔者有针对性地提出改进意见,例如教师在游戏设计和实施中进行时间、难度、人员、规则、评价控制,使游戏在规则内有序进行,进而对于这三种具体游戏也提出具体的操作建议,如卡片游戏中如何设计卡片更有利于学生操练,猜词游戏中如何选择猜词和释词者,在kahoot游戏中如何安排问题顺序及时间等,以期为以美国高中初级汉语水平学习者的词汇教学提供参考,也可以为希望提高学生学习兴趣、活跃课堂气氛、提高学习效率的语言教师提供一定的借鉴。
外文摘要:
The author teaches at the Santa Fe South High School in the United States. The students are mainly Mexican. They are active, lack of motivation for learning and inefficient vocabulary learning. According to one-year teaching practice, the author found American students are more accustomed to relaxed and happy learning atmosphere and prefer to participate in classroom activities. Therefore, using games as a method of vocabulary teaching can improve students’ learning initiative and improve effectiveness. After the author's discussion with other volunteers in the United States and investigating the games that the students like, I discovered that cards and guessing words games are more widely used by volunteer teachers, and kahoot is used as a multimedia game by American foreign language teachers. Therefore, the author draws lessons from domestic and foreign teachers' suggestions and combines own teaching practice to determine three types of games: card game, word guess game, and kahoot. Take the words of "Fashion and Entertainment", "School Life", and "Shopping" in Happy Chinese as an example to carry out instructional design and implement them in the classroom. Through classroom observation and post-class feedback surveys from students and teachers, I found that using the game teaching method has many advantages, such as creating a relaxed classroom atmosphere, reducing learner anxiety, and thus enhancing learners’ motivation, while increasing competition and cooperation. Students have more interact and exercise opportunities to improve learning efficiency. On the other hand, I also found that there are several problems, such as chaos in the classroom, inadequate preparation of students for knowledge, repeated forms of games to reduce student enthusiasm. Based on these issues, the author made targeted suggestions for improvement, such as teachers' time, difficulty, personnel, rules, and evaluation control in the design and implementation of the game, so that the game is performed in an orderly manner within the rules, and then for these three specific games. Put forward specific operational suggestions, such as how to design a card in a card game is more conducive to student practice, how to select words and phrases in the guessing word game, how to arrange the problem order and time in the kahoot game, etc. to help American high school students. The provision of reference for vocabulary teaching by Chinese language learners can also provide a reference for language teachers who wish to improve their interest in learning, invigorate classroom atmosphere, and improve learning efficiency.
参考文献总数:

 65    

馆藏号:

 硕045300/18041    

开放日期:

 2019-07-09    

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