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电子游戏在大学生个性化培养中的应用研究

【作者】 吴海燕

【导师】 王蔚;

【作者基本信息】 南京师范大学 , 教育技术学, 2008, 硕士

【摘要】 大学生处于青年中期,是个性形成的关键时期,这是一个更加需要科学引导的危险期。电子游戏成为现今大学生的宠爱,也是占有他们自由时间最多的娱乐,电子游戏的本质特征与大学生的个性特征有着很多的相似之处,电子游戏体现的就是一种个性追求的理念,是发掘大学生的个性潜能优势的有效媒介。如何积极正确的应用好电子游戏,引导学生在玩中学,在玩中个性得到培养和发展,这将是我们本课题要探索的方向。本文先从个性化培养的研究现状入手,阐述了个性和个性化培养的含义,在此前提下,追根溯源的考察了电子游戏的发展历程,阐述了电子游戏的含义及分类,在此基础上探讨了电子游戏在大学生个性化培养中的价值。本文主要工作是针对当前大学生的个性特征与电子游戏的本质特征,提出了电子游戏在大学生个性化培养中的应用模式:课堂外电子游戏与大学社团融合的模式,课堂内电子游戏与课程资源整合的导学模式、电子游戏与课程资源整合的工具模式,并把其中的模式应用于实践,运用个案研究方法进行了案例分析。实践证明上述应用模式在大学生个性化培养中是有效的形式,同时能促进大学生的主动性、独立性和创造性的提升。

【Abstract】 College students are in their youth medium term , which is the key period for them to cultivate their characteristics as well as a critical phase which needs science to guide them. Nowadays video games become favour of college students. Moreover video games become the entertainment that occupies most of students’free time. The video games’ intrinsic characteristics and personal characteristics of the college students have much similarity. Video games embody the idea that personal characteristics are pursued and video games become the predominat effective media to explore individual potential for college students. How to guide students to apply video games well, how to guide students to learn something while playing and how to cultivate their personalities while playing is the direction that we will research in this paper.In this paper, starting with the research of current situation of cultivating personality, I expound the definition of the personality and cultivation of personality. Under this premise, I survey the development of video games from its roots, and I expound the definition and classification of video games. Based on these, I discuss the value of video games in cultivation of personalities of college students.The prime task of this article is to come up with the application mode of video games in cultivation of personalities of college students, aiming at the individual characteristics of college students and the substantial characteristics of the video games. The patterns which should be put into practice are that: The pattern that classroom outside video games coorperated with student corporation, the leading-to-learn and tool pattern that classroom inner video games integrated with course resource. I analyze the case the with the case study method. It has been proved practically that this application pattern in the cultivation of personalities of college students is an effective form, simultaneously can promote college students’ initiative, the independence and the creative.

  • 【分类号】G642.0;G434
  • 【被引频次】1
  • 【下载频次】407
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