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:邹凤云 ZOU Fengyun
机构地区:[1]安徽大学管理学院,合肥230601
出 处:《四川图书馆学报》2025年第3期79-86,共8页Journal of The Library Science Society of Sichuan
摘 要:非物质文化遗产的传承老龄化需要高校特别是高校图书馆面向青年学生群体发挥其文化承载作用,非物质文化遗产的无形性使其更适合体验式学习的教学方式。文章分析了体验式学习思维的传授作用及高校图书馆在当前非遗进校园活动中的现状与不足,认为非物质文化遗产在传播方式上仍然以单向传递为主,且高校图书馆在各项活动中参与度较低。基于此,提出了体验式学习思维下高校图书馆助力非遗进校园的三条路径,分别是以真实触感引起共鸣的操作实践类、趣味体验创造回忆的沉浸游戏类、先进科技引发思考的虚拟现实类,并以安徽大学为对象,聚焦安徽省非物质文化遗产,进行实例探讨,以实现非物质文化遗产在高校的活态传承与传播。The aging of intangible cultural heritage inheritance requires universities,especially university libraries,to play their cultural bearing role for youth student groups.The intangibility of intangible cultural heritage makes it more suitable for experiential learning.This paper analyzes the teaching role of experiential learning thinking and the current situation and shortcomings of university libraries,in the current intangible cultural heritage into campus activities,and concludes that the mode of transmission of intangible cultural heritage is still dominated by one-way transmission,and university libraries have low participation in related activities.Based on this,this paper proposes three pathways for university libraries to help intangible cultural heritage into campus under experiential learning thinking,which are the operation practice class that resonates with real touch,the immersive game class that creates memories with interesting experience,and the virtual reality class that triggers thinking with advanced technology.Taking Anhui University as a case study,this paper focuses on intangible cultural heritage of Anhui Province,and carries out an example discussion,with the aim of achieving the living inheritance and dissemination of intangible cultural heritage in universities.
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:216.73.216.62