The "Education Informatization 2.0 Action Plan" emphasizes the continuous promotion of the deep integration of information technology and education to promote the improvement of teaching quality,optimization of management and improvement of performance.Improve the overall information literacy level of teachers and students,adapt to the development requirements of the information society,and be able to use information technology to deal with problems that arise in teaching,learning,and life.As an important support for realizing the core content of education informatization,the subject of information technology plays a pivotal role.However,the current information technology courses in the basic education stage are still mainly based on the traditional "teaching-practice",which leads to problems such as low interest in learning,low classroom participation,and lack of classroom interaction between teachers and students.In recent years,gamification teaching has not only become a research hotspot of domestic and foreign scholars,but also is being introduced into different educational fields for implementation and application.After a long period of gamified teaching practice,its advantages have been highlighted,but some problems have also been exposed,such as unreasonable allocation of teaching time,low efficiency of imparting knowledge,and difficulty in measuring learning effects.In order to make up for this shortcoming,this study introduces the concept of in-class flipped teaching into gamification teaching for research practice.First of all,by consulting domestic and foreign literature,the theoretical basis of this study is determined,and the research status of in-class flipped teaching and gamified teaching is summarized.Investigate the teaching status of information technology courses in H primary school on the spot,and analyze the necessity and feasibility of implementing gamification teaching based on in-class flipping in primary school information technology classrooms.Secondly,under the support of constructivism theory,learning by doing,flow theory,immersion theory and other theories,design the gamification teaching activity process based on in-class flipping based on the characteristics analysis of learners,the selection of teaching content,the determination of teaching objectives,etc.,and on this basis for teaching design and implementation.Finally,through questionnaires,classroom observations,interviews,staged tests and other methods,the teaching effect of the gamification teaching application based on in-class flipping in primary school information technology courses is tested,and the teaching effect is analyzed,and teaching implementation suggestions are summarized.The data analysis results of this study show that the game based teaching based on in class flipping is conducive to improving students’ learning interest,cultivating autonomous learning ability and cooperative learning ability,and improving students’ academic performance;A relaxed and pleasant learning atmosphere is conducive to improving classroom participation and promoting teacher-student interaction;The use of a platform on the teaching centerline is convenient for measuring students’ learning effectiveness and improving evaluation accuracy. |