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英語機構(gòu)老師培訓游戲課件CATALOGUE目錄FundamentalsofGamificationTeachingTheoryGamificationcoursewaredesignprinciplesGamificationcoursewareproductionskillsExampleanalysis:ExcellentgamifiedcoursewaredisplayCATALOGUE目錄ApplicationStrategiesofGamifiedCoursewareinEnglishClassroomEvaluationandimprovementdirectionofgamifiedcoursewareeffectiveness01FundamentalsofGamificationTeachingTheoryDefinitionGamifiedteachingisateachingmethodthatusesgamesasamediumtocombineteachingobjectiveswithgameelements,allowingstudentstolearnandmasterknowledgethroughplay.FeaturesGamifiedteachinghasthecharacteristicsoffun,interactivity,challenge,andautonomy,whichcanstimulatestudents'learninginterestandenthusiasm,andimprovelearningeffectiveness.ThedefinitionandcharacteristicsofgamifiedteachingWordMemoryGames01Bydesigningvariousinterestingwordmemorygames,studentscanquicklymemorizewordsandimprovetheirvocabulary.Roleplayinggames02allowingstudentstoparticipateinEnglishconversationsthroughrole-playing,improvingtheiroralexpressionandlisteningcomprehensionabilities.Competitivegames03Stimulatestudents'competitiveawarenessandimprovetheirmotivationtolearnEnglishthroughcompetitivegames.TheapplicationofgamifiedteachinginEnglisheducationTraditionalteachingfocusesonteacherlectures,whilestudentspassivelyreceiveknowledge;Gamifiedteachingfocusesonactivestudentparticipation,withteachersguidingstudentsinlearningthroughgames.Traditionalteachingfocusesonimpartingknowledge,whilethelearningexperienceisrelativelydull;Gamifiedteachingemphasizesthefunofthelearningprocess,allowingstudentstoenjoythefunoflearningingames.Thelearningoutcomesoftraditionalteachingmainlydependonstudents'self-disciplineandmemory;Thelearningeffectofgamifiedteachingfocusesmoreontheimprovementofstudents'practicalapplicationabilityandcomprehensivequality.DifferentteachingmethodsDifferentlearningexperiencesDifferentlearningoutcomesComparisonbetweenGamifiedTeachingandTraditionalTeaching02GamificationcoursewaredesignprinciplesIntroduceinterestingelementsandplots:incorporatevividstorylines,cutecartooncharacters,andinterestingsoundeffectsintothecoursewaredesigntoattractstudents'attentionandstimulatetheirinterestinlearning.Creatingarelaxedlearningatmosphere:Throughgamification,studentscanlearnEnglishinarelaxedandenjoyableatmosphere,reducingtheirlearningpressureandimprovinglearningoutcomes.Utilizingcompetitionandcooperationmechanisms:Introducingcompetitionandcooperationmechanisms,allowingstudentstocompeteandhelpeachotheringames,therebycultivatingtheirteamspiritandcompetitiveawareness.TheprincipleoffunDiversifiedinteractiveformsThecoursewareshouldincludevariousinteractiveforms,suchasQ&A,role-playing,groupdiscussions,etc.,toencouragestudentstoactivelyparticipateinclassroomactivitiesandimprovetheiroralexpressionability.TimelyfeedbackmechanismCoursewareshouldprovideatimelyfeedbackmechanismtoenablestudentstotimelyunderstandtheirlearningprogressandachievements,adjustlearningstrategies,andmaintainlearningmotivation.PersonalizedlearningexperienceProvidestudentswithpersonalizedlearningexperiencesbasedontheirdifferentneedsandinterests,suchascustomizedlearningcontentandflexiblelearningprogress.PrincipleofinteractivityClearteachingobjectivesThecoursewaredesignshouldrevolvearoundclearteachingobjectivestoensurethatstudentscanlearnpracticalEnglishknowledgeandskillsinthegame.TargetingstudentneedsUnderstandingstudents'age,Englishproficiency,andlearningneeds,providingthemwithgamifiedlearningcontentthatalignswiththeircognitivelevelandinterests.Combiningcoursecontentcloselyintegratinggamifiedelementswithcoursecontent,allowingstudentstoconsolidateandexpandtheirknowledgethroughgames,andimprovinglearningoutcomes.TargetedprincipleUniquedesignconceptBreakingfreefromtheconstraintsoftraditionalcoursewaredesign,utilizinginnovativedesignconceptsandmethodstocreategamifiedcoursewarewithuniquecharmandappeal.DiversifiedgameformatsExplorevariousgameformatsandgameplay,suchaspuzzlegames,adventuregames,role-playinggames,etc.,toprovidestudentswitharichanddiverselearningexperience.TechnologicalinnovationapplicationActivelyutilizingthelatesttechnologicalmeansandinnovativeapplications,suchasvirtualreality,augmentedreality,etc.,tocreateamoreimmersivegamifiedlearningenvironmentforstudents.Innovationprinciple03GamificationcoursewareproductionskillsTopicselectionstrategyandcontentplanningDividetheteachingcontentintoseveralmodules,eachcorrespondingtoagamelevel,toensurethattheteachingcontentmatchesthegameprogress.PlancoursewarestructureClarifytheknowledgepointsandskillstobetaughtinthecourseware,aswellasthelevelthatstudentsneedtoachieve.DetermineteachingobjectivesUnderstandtheage,Englishproficiency,andlearninginterestsofstudentsinordertodevelopappropriateteachingcontentandgameelements.AnalyzestudentneedsInterfacedesignAconciseandclearinterfacehelpsstudentsquicklyunderstandgamerulesandoperatingmethods.Clearfonts,intuitiveicons,andeasilyrecognizablebuttonsshouldbeused.ArtstyleChooseanartstylethatmatchestheteachingcontentandaudiencecharacteristics,suchascartoon,realistic,orabstract.Atthesametime,itisnecessarytoensureharmoniouscolormatchingandcreateacomfortablelearningenvironment.InterfacedesignandartstyleselectionAnimationeffectsandsoundeffectscombinationModerateanimationeffectscanenhancethefunandinteractivityofthecourseware.Smoothtransitioneffects,dynamicgraphicdisplays,andcharacteranimationscanbeused.AnimationeffectsAppropriatesoundeffectscanenhancethegamingexperience,suchasbackgroundmusic,gamesoundeffects,andcharacterdubbing.Ensurethatthesoundeffectsmatchthegamecontentandscenetoavoidinterferingwithstudentlearning.SoundeffectscombinationImplementationmethodsforinteractivefunctionsInteractiondesign:Implementinteractionbetweenstudentsandcoursewarethroughmouseclicks,draganddrop,keyboardinput,andothermethods.Multipleinteractiveformscanbedesigned,suchasmultiple-choicequestions,fillintheblankquestions,draganddropquestions,etc.Feedbackmechanism:Providetimelyfeedbacktostudents,suchascorrectanswerprompts,incorrectansweranalysis,andencouraginglanguage,sothatstudentscanunderstandtheirlearningprogressandachievements.Datarecording:Recordthelearningdataandgradesofstudents,sothatteacherscanunderstandtheirlearningsituationandneeds,andprovidereferenceforsubsequentteaching.04Exampleanalysis:ExcellentgamifiedcoursewaredisplayGameobjective:Tohelpstudentsreviewandconsolidatethevocabularytheyhavelearnedthroughwordchain,whileexercisingtheirassociationandquickreactionabilities.Gamerules:Theteachergivesastartingword,andthestudentsfollowinsequence.Thefirstletterofeachwordmustbethesameasthelastletterofthepreviousword.Studentswhocannotconnectorrepeatwordsareeliminated,andthelastremainingstudentwins.Gamehighlights:Thetenseandstimulatinggameatmospherestimulatesstudents'competitiveawareness;Diversevocabularychoicestoadapttostudentsofdifferentgradesandlevels.Case1:"WordRelayChallenge"Gameobjective:Tohelpstudentsexpandtheirknowledgeandimprovetheirobservationandimaginationthroughaguessinggame.Gamerules:Theteacherdisplaysapicturerelatedtothelearnedcontent,andstudentsguessthecorrespondingwordorphrasebasedontheinformationinthepicture.Thestudentwhoguessescorrectlyearnspoints,andthestudentwiththehighestscorewinsintheend.Gamehighlights:vividandinterestingpicturematerialsthatattractstudents'attention;Interactivegamesegmentsencouragestudentstoactivelyparticipate.Case2:"CrazyPictureGuessingChallenge"010203GameobjectiveThroughrole-playing,helpstudentspracticeoralexpression,improvetheircommunicationskillsandconfidence.GamerulesTheteachersetsasceneandcharacter,andstudentsaregroupedtoplayrole-playing.Dialogueexercisesareconductedbasedontherequirementsofthesceneandcharacter.Studentswhoperformwellwillreceiverewards.HighlightofthegameArealisticandnaturaldialogueenvironmenthelpsstudentsbetterapplytheknowledgetheyhavelearned;Funrole-playingcanstimulatestudents'interestandcreativityinlearning.CaseThree:RolePlayingDialoguePractice05ApplicationStrategiesofGamifiedCoursewareinEnglishClassroomApplicationofpreclassintroductionprocessCreatescenariosrelatedtothethemeofthislessonthroughgamecoursewaretostimulatestudents'interestandcuriosityinlearning.PrereadingguidanceUsegamecoursewaretoguidestudentstopreviewthecorevocabularyandsentencestructuresofthislesson,layingafoundationforclassroomlearning.WarmupactivityThroughsimplegamesorinteractiveactivities,helpstudentsenterastateofEnglishlearningandimproveclassroomparticipation.CreatingScenariosVocabularypracticeUsegamecoursewaretodesigndiversevocabularypracticeactivities,suchaswordspelling,wordmeaningmatching,etc.,toimprovestudents'vocabularymemoryandapplicationabilities.SentencePracticeGuidestudentstopracticesentencepatternsthroughgamecourseware,suchasrole-playing,dialoguesimulation,etc.,tocultivatetheiroralexpressionandlanguageapplicationabilities.ListeningtrainingUsegamecoursewaretoplaylisteningmaterials,designlisteningcomprehensionquestions,andimprovestudents'listeningskillsandcomprehensionabilities.ApplicationofinteractiveactivitiesinclassReviewandconsolidationUsegamecoursewaretohelpstudentsreviewthekeyvocabulary,sentencestructures,andgrammarknowledgelearnedinthislesson,deepeningtheirmemoryandunderstanding.ExpansionandExtensionUsinggamecoursewaretoguidestudentstoengageinactivitiesrelatedtothethemeofthislesson,suchasexpandingreading,writing,ororalexpression,toimprovestudents'comprehensivelanguageproficiency.SelfevaluationandpeerevaluationWiththesupportofgamecourseware,guidestudentstoconductself-evaluationandpeerevaluation,andcultivatetheirabilitytolearnindependentlyandcollaboratively.Applicationofafter-schoolexpansionactivities06EvaluationandimprovementdirectionofgamifiedcoursewareeffectivenessObservationmethod01Evaluatestudentengagementbyobservingtheirperformanceintheclassroom,suchasactivelyspeaking,participatingindiscussions,andactivelythinking.Questionnairesurveymethod02Designaquestionnairetocollectstudents'viewsandopinionsongamifiedcourseware,andunderstandtheirparticipationandfeelings.Dataanalysismethod03Byanalyzingthelearningdataofstudentsingamifiedcourseware,suchascompletiontime,accuracy,repetitionrate,etc.,toevaluatestudentengagementandlearningeffectiveness.DiscussiononmethodsforevaluatingstudentparticipationComparisonofgradesComparethegradesofstudentsbeforeandafterusinggamifiedcourseware,analyzethereasonsandtrendsforthechangesingrades.LearningtimestatisticsCountthelearningtimeofstudentsongamifiedcourseware,andanalyzetherelationshipbetweenlearningtimeandgrades.TaskcompletionanalysisAnaly
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