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电子游戏对中小学课堂教学的启示:基于心流理论的视角

Inspiration from Digital Games for Classroom Teaching in Primary and Secondary Schools: From the Perspective of Flow Theory

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【作者】 姚计海; 邹弘晖;

【Author】 YAO Jihai;ZOU Honghui;Beijing Normal University;

【机构】 北京师范大学教育学部;

【摘要】 在电子游戏飞速发展的当下,众多中小学生对电子游戏兴趣盎然甚至出现游戏成瘾的问题,而与之相对的是,许多学生对学业缺乏足够的热情。在电子游戏中,开发者为玩家设计了明确的目标及即时的反馈,平衡了任务挑战与玩家技能,并保障了玩家对于游戏的控制感,心流理论在电子游戏中的广泛应用使许多青少年学生沉迷于电子游戏之中。为激发学生的学习积极性、培养学生的学习兴趣,中小学课堂教学可以向电子游戏学习,明确学生学习目标,给予学生正向的即时反馈,优化课程内容的难度曲线,并增强学生在学习中的控制感,使学生在学习过程中感受到心流。

【Abstract】 With the rapid development of digital games, many primary and secondary school students are interested in digital games and even have the problem of game addiction. In contrast, many students lack sufficient enthusiasm for their studies. In digital games, game developers have designed clear goals and immediate feedback for players, balanced task challenges and players’ skills, and guaranteed players’ sense of control over the game. The wide application of flow theory in digital games has made many students are addicted to digital games. In order to stimulate students’ enthusiasm for learning and cultivate students’ interest in learning, classroom teaching in primary and secondary schools can learn from digital games, clarify students’ learning goals, give students positive and immediate feedback, optimize the difficulty curve of courses, and enhance students’ sense of control in learning, so that students can feel flow in the learning process.

【基金】 教育部哲学社会科学研究重大课题攻关项目“构建德智体美劳全面培养的教育体系研究”(19JZD046)的成果之一
  • 【文献出处】 教育科学研究 ,Educational Science Research , 编辑部邮箱 ,2023年04期
  • 【分类号】G632.4
  • 【下载频次】308
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