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Flow Theory Based Instructional Game Design And Practice Of Chinese Language Education In Secondary Vocational School

Posted on:2016-02-14Degree:MasterType:Thesis
Country:ChinaCandidate:Y M ZhouFull Text:PDF
GTID:2347330503464401Subject:The modern education technology
Abstract/Summary:PDF Full Text Request
As the Internet is spreading and online game is rising, more and more youth indulge, especially secondary vocational school students(short for Vocational Students) addict network game fans cannot extricate themselves. Most of them are weak foundation in learning and not interested in learning. Therefore, by means of the game, aiming at education to develop educational games using the charm of the game for vocational students rationally, in order to change their learning styles and enhance their learning motivation. Based on the creation conditions and feature analysis of flow theory and flow experience, the educational game design strategies of secondary vocational Chinese classroom education was came up, then the classroom education game "Boys and girls rushed forward” was designed and developed by this research, and a teaching experimental research was carried out.The main content includes five parts:The first chapter is introduction. Firstly, the research background including: to meet the needs of vocational Chinese education, to meet the needs of vocational students learning situation, secondary vocational school has the gaming teaching good environment. Secondly, it analyzed study situation all over the world. Finally, it introduced the research contents, purpose, significance and research method of this research.The second chapter studied the creation conditions and feature analysis of flow theory and flow experience, discussed the relation between flow experience and secondary vocational Chinese classroom educational games.The thirdly chapter putted forward the design strategy and design principles of vocational Chinese classroom educational games, with this knowledge “cover letter” as the theme of education games "Boys and girls rushed forward”. Then it realized scene, level and feedback, and analyzed the beneficial design factor of learners to produce flow experience in the game.The fourth chapter counted and analyzed experimental data of educational games primarily, then proposed improvement program.The fifth chapter summarized innovations and deficiencies of this research, and the vision of the future.
Keywords/Search Tags:Flow Theory, Secondary vocational Chinese classroom, Educational games, Teaching design, Teaching practice
PDF Full Text Request
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