Font Size: a A A

The Study Of Online Games’ Influence On Information Technology Course In Middle School

Posted on:2013-11-17Degree:MasterType:Thesis
Country:ChinaCandidate:S P RenFull Text:PDF
GTID:2247330362970399Subject:Curriculum and pedagogy
Abstract/Summary:PDF Full Text Request
Both online games and IT courses are conducted on a computer network basis, buttheir purposes differ significantly. With the rapid development of online games, thedemands for IT courses are increasingly high, and the number of students gamers inmiddle school groups, the contradiction must come into being between the two, and atthe same time both of them link with each other. The network game to some extent canpromote the study of information technology course, but playing online games withoutself-control is bound to cause serious effect on the students’ physical and mental health,so we must handle the relationships well between them.This paper puts forwards online games’ influence on information technology coursein middle school at the base of analyzing the situation about the development of onlinegames and IT course, and combining with what I see and hear in the process of teachingpractice and project survey. At the foundation of scientific scale and the relevant pre-test,then the formal scale is made sure. The subjects are students in middle school comingfrom Shaanxi Province. After exploratory factor analysis on the scale,6factors areextracted, promoting learning, game addicted, stimulating interests, learning slack,self-reflection, and confusion. The significant divergence in these six factors is foundbased on each dependent variable. And combing with the correlation analysis andregression analysis, the finding that the learning results in the IT courses plays the secondrole in these six factors.We can understand online games’ influence on information technology course inmiddle school based on the investigations about the recognition by regulatory measuresfor online games, the importance of IT courses, the recognition of educational games,classroom games and so on. Then seven educational strategies are put forward combing with the analysis of divergence, hoping to facilitate the study of IT course, to promoteeducational value of online games, and to optimize learning methods and teaching waysin the process of learning IT course.
Keywords/Search Tags:online games, IT courses, significant divergence, educationalguidance
PDF Full Text Request
Related items