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Research On The Influence Of Leading-in Of The Game Supported By Easinote5 For The Mathematics Learning At The Primary School

Posted on:2021-02-21Degree:MasterType:Thesis
Country:ChinaCandidate:X Z LiuFull Text:PDF
GTID:2427330620467726Subject:Education
Abstract/Summary:PDF Full Text Request
The "leading-in" segment of classroom teaching is a kind of teaching behavior that teachers guide students to get ready for learning the curriculum knowledge from the psychology and cognition,and make students confirm to the learning content,learning objectives as well as generate the learning expectations and stimulate the learning motivation.It is a common saying that "the beginning of everything is the most important".Relevant psychological researches demonstrate that people's perception is preconceived,and it is very important to reinforce the initial recognition of things for the subsequent learning,but the effect of leading-in is not good in actual teaching.In recent years,the leading-in of the game,which can integrate games with learning,has attracted more and more attention.The interactive function of Easinote5 can provide some support for the game.Combining with the the game function of Easinote5,the teachers can get ready for the the relevant topics of this lesson so that students can enter the learning state in the game during the process of leading-in.In this study,Easinote5 was used as technical support to design different types of small games and apply them to the primary school mathematics classroom introduction.The application effect of game introduction was verified by experimental research method,and the following research conclusions were obtained by collecting data on classroom behavior,homework efficiency,academic performance and learning interest: The introduction of games supported by Easinote5 can improve students' learning behavior;The introduction of games supported by the Easinote5 can increase students' interest in mathematics;The introduction of games supported by Easinote5 can improve students' academic performance.This paper mainly includes the following seven parts:The first part expounds the research background,points out the research problems from the perspective of front-line education and practical needs,andgives the specific research methods and technical routes.The second part sorts out the current situation of classroom introduction,game introduction,and the application research of Easinote5 in teaching,which lays a foundation for the discussion of research ideas.The third part defines the core concepts of this study and summarizes the relevant theoretical basis to provide theoretical support for the follow-up research.The fourth part is the design of game import.Firstly,it conducts demand analysis to investigate the feasibility and necessity of this study.Secondly,the goal of the design is discussed,that is,the application effect expected to be achieved by the small game.Then it discusses the concrete design ideas and design process of instructional design and game design,and expounds the steps of game design through typical class examples.The fifth part,the application and effect test of the game import,comprehensively analyzes the classroom behavior,homework,students' achievement,study interest and other aspects,and finally obtains the research results.In the sixth part,conclusions are drawn by summarizing and analyzing the experimental results.The seventh part is the summary and prospect,which summarizes the experimental process and research process,analyzes the shortcomings in the research process,and puts forward suggestions and countermeasures.This research has carried out the practical research for a half year on the effect of leading-in of the game supported by Easinote5 for the mathematics learning at the primary school,and achieved some results.The research process and conclusion can provide the case for the first-line teaching,and have some practical significance for improving the effect of the mathematics learning at the primary school.Due to the limitation of time and energy,there are still some deficiencies in the research,such as the smaller research scope and shorter research period.Therefore,subsequent intensive exploration will be carried out,and more valuable conclusions will be obtained.
Keywords/Search Tags:leading-in of the game, the mathematics learning at the primary school, experimental research
PDF Full Text Request
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