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中文题名:

 基于数学应用问题解决的教育游戏设计研究 ——以小学四年级优化问题为例    

姓名:

 宣津丽    

保密级别:

 公开    

论文语种:

 中文    

学科代码:

 078401    

学科专业:

 教育技术学    

学生类型:

 硕士    

学位:

 教育学硕士    

学位类型:

 学术学位    

学位年度:

 2018    

校区:

 北京校区培养    

学院:

 教育学部    

研究方向:

 教育游戏    

第一导师姓名:

 周颖    

第一导师单位:

 北京师范大学教育学部教育技术学院    

提交日期:

 2018-06-22    

答辩日期:

 2018-06-22    

外文题名:

 THE DESIGN OF EDUCATIONAL GAME BASED ON PROBLEM SOLVING ABILITY TRAINING    

中文关键词:

 Problem solving ; Educational Game ; Elementary mathematic    

中文摘要:
问题解决是中国学生核心发展素养的要点之一。培养问题解决能力是促进学生全面发展的重要手段,也是数学学科的重要议题。数学教师以及教研工作者对问题解决能力培养十分关注和重视,但是仍然存在许多问题和疑难。主要表现为:课内时间紧张,教学资源匮乏,教学策略单一。在社会高速发展的今天,学校教育已经难以满足学生提高问题解决能力的需求。课外自主学习成为学生发展问题解决能力的主要途径之一。教育游戏是开展自主学习的良好工具,在刻画问题情境方面有着独特的优势。研发人员逐渐开始关注面向问题解决能力培养的游戏设计和开发。然而,现有相关研究存在缺少理论支撑以及缺少实证的问题。 因此,本研究分析了国内外问题解决的研究现状及其特点,总结培养问题解决能力的方法。通过教师访谈,以及对学生的问卷调查,了解课堂上问题解决的现状、存在的困难,并了解教师和学生对游戏的态度和对游戏的建议。根据文献调研的结果,结合教师学生的实际需求,以小学四年级数学优化问题为例,设计开发一个基于数学应用问题解决的教育游戏。从角色、故事情节、游戏任务、游戏功能等方面进行游戏设计,并对每个部分作出详细阐述。 最后,开展准实验研究,实验组进行游戏干预,对照组进行教材干预,两组在干预前后分别进行了前测和后测。并分别将实验组和对照组中高于前测平均分的归为高分组,低于平均分的归为低分组。数据分析表明,游戏干预和教材干预都能提高问题解决得分,但游戏干预的效果显著好于教材干预。游戏干预对低分组的提高作用好于高分组。而教材干预对低分组、高分组的提高作用无显著差异。
外文摘要:
Problem solving is one of the main points of Chinese students' key competencies. Training problem solving ability is an important means to promote the all-round development of students, and also an important topic of mathematics. Mathematics teachers and research workers pay much attention to the cultivation of problem-solving ability, but there are still many problems and difficulties. The main problems are: lack of time in class, lack of teaching resources and lack of teaching strategy. Nowadays, with the rapid development of society, school education has been unable to meet the needs of students to improve their problem-solving abilities. Extracurricular Autonomous Learning has become one of the main ways to develop students’ problem-solving. Educational game is a good tool for autonomous learning, and has unique advantages in portraying problem situations. R & D personnel gradually began to focus on game design and development for problem-solving ability training. However, existing research lacks theoretical support and empirical evidence. Therefore, this research analyzes the current situation and characteristics of problem solving in an international perspective, and summarizes the ways to cultivate problem solving ability. Through interviews with teachers and questionnaires to students, we know the current situation and difficulties in solving problems in the classroom, and understand teachers and students' attitude towards games and suggestions for games. According to the results of literature research and the actual needs of teachers, the problem of mathematics optimization in grade four of primary school is taken as an example to design and develop an educational game based on word problem. From the roles, plot, game tasks, game functions and other aspects of game design, and to elaborate on each part. Finally, a quasi experimental study was conducted. The experimental group was given game intervention, while the control group was intervened by textbooks. The two groups before and after the intervention were tested respectively. The experimental group and the control group were divided into the high score group and the low score group. Data analysis shows that game intervention and textbook intervention can improve problem-solving scores, but the effect of game intervention is significantly better than that of textbook intervention. game intervention has a better effect on low group than high score group. However, the effect of textbook intervention on the low group and the high score group has no significant difference.
参考文献总数:

 0    

馆藏号:

 硕078401/18013    

开放日期:

 2019-07-09    

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