Integrating Scenarios of Video Games into Classroom Instruction

Yu-Hong Lin
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引用次数: 15

Abstract

To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokemon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.
将电子游戏场景融入课堂教学
为了吸引学生的学习,老师们一直在努力吸引课堂上的眼球。由于新一代是数字原生代,数字游戏学习(digital Game-Based Learning, DGBL)近年来受到越来越多的关注。本文提出了教师将电子游戏融入课堂的指导方针。根据指导方针,我们为台湾小学二年级的一个班级设计了一个初步的数学教案,使用最受孩子们欢迎的游戏——口袋妖怪。目标是尽量减少建立一个情境学习环境的努力和需求。观察表明,在这样的安排下,我们可以让一些学生参与到应用数学的场景中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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