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Research On The Design Of Digital Game Learning Activities To Cultivate The Core Literacy Of Disciplines From The Perspective Of Big Concept

Posted on:2024-09-06Degree:MasterType:Thesis
Country:ChinaCandidate:Y N YuanFull Text:PDF
GTID:2557307124961909Subject:Education Technology
Abstract/Summary:PDF Full Text Request
There is an inseparable relationship between subject knowledge,subject core literacy and subject activity.Subject knowledge is the carrier of subject core literacy,and subject activity is an important channel to form subject core literacy.The core literacy of high school information technology discipline includes four core elements: computing thinking,digital learning and innovation,information awareness and information social responsibility.Among them,computing thinking and digital learning and innovation run through the core literacy training system of high school information technology discipline and are the direct embodiment of the other two qualities,the new curriculum standard also establishes the "big idea" as the basic concept of the curriculum for the first time to promote the implementation of the core quality of the discipline.This research mainly uses three research methods: literature research method,survey research method and design-based research method.First,through the literature research method,the theoretical basis of this research is determined,relevant concepts are defined,and the research status of the big idea,digital game learning,and Python teaching is sorted out,and the internal relationship between the core discipline literacy,digital game and Python big idea is analyzed;Secondly,on the premise of using the existing relevant models for reference,build the relationship model between the discipline core literacy,digital game and Python big idea,which is mainly divided into the target layer,Python big idea layer and method layer;Finally,under the support of social learning theory,activity theory and Dewey’s "learning by doing" theory,an initial model of high school Python digital game learning activity,which cultivates the core quality of the discipline from the perspective of the big idea,is constructed,including the analysis stage,the design stage and the generation stage.Under the guidance of design-based research,a total of 58 students in two classes of senior one in A city of Hebei Province are taken as the research object,it carried out three rounds of iterative teaching research for 18 weeks,and improved and revised the model in the process.Finally,it collected and analyzed data through classroom observation,students’ computational thinking and digital learning and innovation level scale,student works,student interviews,students’ Python score test and other dimensions,this is to test the implementation effect of the high school Python digital game learning activity designed by this research to cultivate core literacy from the perspective of the big idea.Through the analysis of each dimension,the following conclusions can be drawn:the high school Python digital game learning activities that cultivate the core quality of the discipline from the perspective of the big idea can effectively improve students’ participation in the classroom,effectively improve students’ level of computing thinking and digital learning and innovation,and effectively improve students’ mastery of relevant knowledge and skills,at the same time,it also verified the effectiveness of the high school Python digital game learning activity model designed by this research to cultivate the core quality of the discipline from the perspective of the big idea.In addition,it analyzed the problems and shortcomings of this research,and made prospects for future research.
Keywords/Search Tags:Big idea, Discipline core quality, Python, Digital game, Learning activities
PDF Full Text Request
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