检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
出 处:《科教导刊》2018年第1期190-192,共3页The Guide Of Science & Education
摘 要:网络游戏对青少年有很强的吸引力,同时也具有一定的教育启发功能。本研究旨在了解目前大学生利用网络的基本情况,有针对性地开展思想政治教育工作,从而引导大学生有效利用网络资源,提高学习效率。本文采用自行设计的调查问卷进行调查研究。了解当代大学生对网络游戏的认知以及他们在网络的行为活动,进而分析出网络游戏对学习的影响。收集资料并统计数据,根据网络游戏对大学生学习存在的现象分析出网络游戏的利与弊,警醒沉迷网络游戏的学生,让他们有清醒的头脑来掌控娱乐时间。Online games have a strong appeal to young people, but also have some education-inspired features. The purpose of this study is to understand the current situation of undergraduates using the Internet and conduct ideological and political education in a targeted manner so as to guide college students to make effective use of network resources and improve their learning efficiency. In this paper, take self-designed questionnaires for research. Understand contemporary college students' cognition of online games and their activities in the network, and then analyze the impact of online games on learning. Collect data and statistics, according to the phenomenon of online games for college students to analyze the advantages and disadvantages of online games, wake up students addicted to online games, so that they have a clear mind to control the entertainment time.
分 类 号:G647[文化科学—高等教育学]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.28