“互联网+”游戏化学习方式转变高职学生学习兴趣的研究与设计  被引量:4

Study and Design of Changing Higher Vocational Students' Learning Interest by “Internet+” Game-based Learning Way

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作  者:郭佳 赵磊[1] 孙婧婍 GUO Jia;ZHAO Lei;SUN Jing-qi(Wuhan Institute of Shipbuilding Technology, Wuhan 430050, China)

机构地区:[1]武汉船舶职业技术学院,湖北武汉430050

出  处:《天津职业大学学报》2017年第5期65-70,共6页Journal of Tianjin Vocational Institute

摘  要:"互联网+"时代和新时期高职学生的特点,要求高职院校不断探索新型学习方式,而建立在现有的"互联网+"上的新型学习方式,无法提高高职学生的学习兴趣。通过对比高职学生在校活动的不同特征,首次提出并举例说明"核心是学习过程和评价结果游戏化,特色是嵌入式学习的课后游戏"的"互联网+"游戏化学习方式。预期该学习方式能使高职学生正确地认识学习和游戏的区别,并使其主动建立学习的兴趣和习惯。The characteristics of higher vocational students in the“internet+”new era requires higher vocational colleges to continu?ously explore the new ways of learning.The new ways of learning based on present“internet+”cannot raise the learning interests of higher vocational students.The paper proposes for the first time and gives examples of“internet+”game-based leaning way of“the core is game-based learning process and evaluation results and the feature is embedded learning of games after class”by con?trasting students’different features of various activities in colleges.It is expected that this learning way can make students correctly understand the difference between learning and game and make them establish learning interest and habits actively.

关 键 词:互联网+ 游戏化学习 学习点 课后游戏 

分 类 号:G712[文化科学—职业技术教育学]

 

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