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Situational Gamification Teaching In Information Technology Courses Of Secondary Vocational Schools

Posted on:2022-09-21Degree:MasterType:Thesis
Country:ChinaCandidate:X R ZhangFull Text:PDF
GTID:2519306734954029Subject:Master of Education
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The national level has paid more and more attention to the development of vocational education.With the country's vigorous promotion of vocational education,the quality of teaching in secondary vocational schools has been significantly improved compared to the previous years.Nevertheless,my country's vocational education is still at a relatively low level.As far as the current situation is concerned,the learning level of secondary vocational students is low,and the hands-on ability are lacking.Many students are not very enthusiastic and motivated to study.They have difficulty concentrating in class.Students who are tired of studying are better than ordinary high schools.Too much.Traditional teaching methods are difficult to achieve good teaching effects for secondary vocational students,which leads to slow improvement in the quality of teaching in secondary vocational schools,which also hinders the development of vocational education.Therefore,it is imperative to explore and research a new curriculum teaching model suitable for secondary vocational schools.Information technology courses in secondary vocational education should not only take into account the students' basic theoretical knowledge level,but also pay attention to the students' comprehensive practical ability.Compared with study,secondary vocational students prefer to "play".They are often more interested in games than learning in daily life.In practical classes,they would rather play games than do computer technology operations.Based on this,the author tried to apply situational gamification teaching,mainly gamification teaching,supplemented by thematic situation,and rationally used it in secondary vocational information technology courses.In this study,the first grade students of the secondary vocational school taught by the author were selected as the practical objects,and practice classes and control classes were set up.Taking the course of "Computer Application Fundamentals" for the first grade as an example,one semester was used in some classrooms.Research and application of situational gamification teaching.The research methods mainly include literature research method,questionnaire survey method,interview method,case research method,etc.,combined with the nature of secondary vocational information technology courses and the characteristics of secondary vocational students,consulted a large number of relevant documents,and designed a suitable secondary vocational information technology course The situational gamification teaching program has been applied in practice.With the support of relevant theoretical foundations,the applicability of situational gamification teaching is analyzed.Before and after the practice,questionnaire surveys and interviews were adopted to investigate students' learning level,interest level,and their views on joining games in the classroom.After practice,the learning effects of the students in the practical class and the control class are analyzed and compared.After a long period of practice,the learning level,learning initiative and learning interest of the students in the practical class have been greatly improved.Through comprehensive analysis,it can be found that situation-based game teaching has a positive impact on the improvement of students' ability,the exploration of new curriculum teaching mode and the improvement of teaching quality in secondary vocational schools.It is hoped that this research can provide certain reference value for the exploration and development of vocational education teaching model.
Keywords/Search Tags:Situation, Game Teaching, Information Technology courses in secondary vocational schools, Case Study
PDF Full Text Request
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