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The Exploit And Application Of Educational Games Based On Fuzzy Theory

Posted on:2013-06-18Degree:MasterType:Thesis
Country:ChinaCandidate:L L WuFull Text:PDF
GTID:2247330395453825Subject:Education Technology
Abstract/Summary:PDF Full Text Request
With the rapid development of computer technology and the network technology,computergames specially online games have a profound impact on young people to their growth. Thereare beautiful screens,music and fascinating story in the games to attract them, there is nodenying that the games have become the essential part of their spare time. It also triggeredInternet addiction,cyber crime and so on these social issues which are aroused attention. Thepeople are worried about the negative impact of computer games,at the same time,they arereflecting on the reason of attracting students. Afterwards,the educational games whose purposeis education and the means is game are born. Educational games create a relaxed and harmoniouslearning environment for students, they make the students learn happily,self-released,learnknowledge at the same time of playing,develop their capacity,thinking and improve the learningefficiency.Educational games are provided with the double functions of education and game.Throughout the related research of design and exploit of educational games,we had found thatthere had debated on the organic integration of education and game (who is leading who). But itis undeniable that the researchers are all want to find and bring about the balance between theeducational and the games. It had not built up a complete theoretical system on how to find outand implement the balance point between the education and games; in practice,the success casescan be referenced were not excessive. The author believes that the balance point between theeducation and games is not a quantifiable,specific data points.This article describes the theoretical basic of the educational game, and discusses themeaning of the fuzzy theory, the core ideas, elements, process and the ultimate goal of the fuzzytheory design of educational games: make the games and the experience and learning content inthe critical state of “The organic integration, neither this nor that”, make the players enjoy thedelight in game situations, so they can not reject learning in games, and improve the their overallability in the nurture.The core of the paper is to make the fuzzy theory into the game design and developmentprocess in primary education,how to plan and design the elements of the educational games.According to the designing and exploiting process, this examination select the educational gamewhich fit for the first grade of middle school, design and exploit the educational game-pour milk which based on the fuzzy theory, and investigate the scientific principles, the idea, the process oftest, and introduce the related key technologies.Finally,the author designed the teaching experiment and applied it to the first grade ofmiddle school, in order to test the effect of the application of fuzzy theory, analysis ofexperimental data and summarize the results that the application of educational game are in favorof improving students’ participation and interest in learning. Educational games as a unique formof education and resources improve the teaching and learning activities,there will be more andmore researchers pay attention to and investment in the theory and practice of educational games,I hope this project can provide some reference.
Keywords/Search Tags:Fuzzy theory, Educational Games, Design, Application
PDF Full Text Request
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