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
作 者:雷晨曦 LEI Chenxi(School of Science,Hunan University of Science and Engineering,Yongzhou 425199,Hunan,China)
出 处:《玩具世界》2024年第8期209-211,共3页Toys World
摘 要:随着教育领域的快速发展,教育者逐渐意识到,教学方法与材料的多样性对学生的学习成果有着不可忽视的影响。尤其在数学这一核心学科中,如何激发学生的学习兴趣,提升他们的数学思维能力,一直是教育工作者关注的焦点。益智玩具作为一种集趣味性、教育性和互动性于一体的学习工具,近年来在数学教育领域引起了广泛关注。文章分析了益智玩具在初中数学教育中的应用价值,并重点探讨了如何将益智玩具更好地应用于初中数学教育中,旨在为初中数学教学实践提供新的策略和视角,助力学生数学学习效果的全面提升。With the rapid development of education,educators gradually realize that the diversity of teaching methods and materials has a non-negligible influence on students'learning outcomes.Especially in the core subject of mathematics,how to stimulate students'interest in learning and improve their mathematical thinking ability has always been the focus of educators.As an interesting,educational and interactive learning tool,the educational toy has attracted wide attention in the field of mathematics education in recent years.This paper analyzes the application value of educational toys in junior mathematics education,and focuses on how to better apply educational toys to junior mathematics education,aiming to provide new strategies and perspectives for junior mathematics teaching practice,and help students improve their mathematics learning effect in an all-round way.
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:18.222.226.47