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Action Research Of Information Technology Class In High School Based On Gamified Interactive Platform

Posted on:2021-04-21Degree:MasterType:Thesis
Country:ChinaCandidate:L N GuoFull Text:PDF
GTID:2427330623975162Subject:Master of Education
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With the transformation of education informatization 1.0 to education informatization2.0,more and more education and teaching products have emerged,and society hasgradually paid more attention to information technology.The national government has also introduced a series of curriculum reform measures to improve the efficiency of information technology teaching.The training direction of information technology courses has shifted from focusing on students 'actual operation level to students' thinking ability and improving information literacy,and so on.However,in the information technology classroom teaching of each semester,the learning effect is generally average.Most information technology teaching content is outdated,and there are many problems in the teaching process,such as the lack of due attention to information technology disciplines,poorclass discipline,large student gaps,difficulty in evaluating learning effects,and insufficient communication and interaction between teachers and students.Therefore,it isparticularly important to speed up the improvement of teaching methods,evaluation methods,and teaching concepts of information technology courses.At the same time,various educational games and other teaching modes developed under the concept of gamified teaching have provided new ideas for improving information technology teahing methods.Based on the above background,the research mainly studies the application of Kahoot's gamified interactive education platform in the information technology classroom of high school.First,it analyzes the research background and problems,finds a review of related research at home and abroad,and sorts out related theories and concepts involved in the research.Second,it designs problem research for the experimental research,analyzes the characteristics of students and information technology courses,and develops specific Teaching practice.The specific experiments are as follows: It taking class 2,grade 2 of J Middle School as the experimental object,observe changes in students' learning attitudes and interests,collect student evaluations of the use of the Kahoot platform,analyze the impact of gamified interactions on the communication and learning effect between teachers and students in the information technology classroom by the process of evaluating students' learning effect;Finally,specific analysis is made on the experimental process and teaching effect,and experimental conclusions are drawn based on the actual situation and survey analysis.The experimental results show that adding gamified interaction factors to the classroom can not only make teachingmore efficient and reduce the workload of learning effect evaluation,butalso strengthen students 'classroom participation,attract students' interest in learning,and improve learning performance.The research results not only put forward suggestions on the use of Kahoot platform,but also made a prospect for the follow-up research of gamified interactive research,and also provide teaching suggestions on the evaluation of online teaching effects of domestic information technology courses.
Keywords/Search Tags:gamification interaction, information technology curriculum, action research, Kahoot
PDF Full Text Request
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