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作 者:方俊[1] 梁思懿[1] Fang Jun;Liang Siyi(Northern Beijing Vocational Education Institute,Beijing 101400,China)
出 处:《体育科技文献通报》2020年第10期49-50,共2页Bulletin of Sport Science & Technology
基 金:北京市职业教育教学改革项目-基于企业行为模式的电子竞技运动与管理专业建设探索与实践(项目编号:J201901)。
摘 要:基于国内目前普遍存在的电子竞技行业"井喷式"发展与人才缺口之间的矛盾,各高等院校、职业院校相继开办与电子竞技相关的专业进行人才培养与输送。教育部明确的"电子竞技运动与管理"专业目前尚无比较成熟的专业建设和办学经验可以借鉴,在人才培养与课程体系环节仍处于百家争鸣阶段;本文提出的电子竞技专业课程体系建设打破了传统以课程为单元的构筑形式,以工作任务为导向,能够有效提升学生学习主动性,学习知识的时效性,与行业发展特质相符,对相关院校的电子竞技相关专业开设、调整、改革等可以提供很好的借鉴。At present,the contradiction between the rapid development of domestic e-sports industry and the shortage of talents is widespread,and the vocational colleges and universities have set up E-sports related professional personnel training and transmission.There is no mature professional construction and school running experience of E-sports specified by the Ministry of education.Therefore,talent training and curriculum system are still in the stage of contention.The construction of E-sports curriculum system proposed in this paper breaks the traditional form of building curriculum as a unit,and is guided by work tasks.It can effectively improve students’initiative in learning,and the timeliness of learning knowledge,which is consistent with the characteristics of the E-sports industry development.It can provide a good reference for the set up,adjustment and reform of E-sports related majors in relevant colleges and universities.
分 类 号:G804[文化科学—运动人体科学]
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