适应学生个性化学习的教育游戏研制
本文选题:个性 + 能力 ; 参考:《山东师范大学》2017年硕士论文
【摘要】:2015年,李克强总理在政府工作报告中提出实施“互联网+”的行动计划,这标志着我国正式进入跨界融合、创新驱动、重塑结构、尊重人性、开放生态的“互联网+”新时代。新时代的前进与发展要求创新人才的培养,这无疑对教育领域提出了新的要求,要求教育领域变革发展,培养满足时代需要的新型人才。教育领域也提出了应对策略,那就是倡导实施以学习者为中心、尊重学习者个性差异的教育,让学习者进行个性化学习,实现学习者的个性化发展。数字化游戏刚好可以为学生的个性化学习提供有效的环境支持。首先,数字化游戏可以提供以学习者为中心的学习情境。数字化游戏是通过动态效果和交互方式使学生沉浸于情境当中,通过沉浸的方式有效学习数字化游戏中蕴涵的知识。在玩游戏的过程中可以保证学生是绝对的主体,游戏中的任何元素都是为学生服务的。其次,利用信息技术、游戏开发技术等数字化技术与项目反应理论、沉浸理论、游戏化学习理论相结合,可以在数字化游戏情境中实现个性化学习。本研究则期望在理论的指导下,依托数字化技术研制出一款具有十几种难度情境的教育游戏,在充分尊重学生个性差异的前提下,利用编程技术适应差异,实现学生在游戏中的个性化学习。有鉴于此,本研究采用文献分析法、评价研究法、系统科学法等研究方法,在理论的指导下,利用现有的游戏开发工具,研究和制作一款适应学生个性化学习的教育游戏。研究工作主要有以下四个方面。(1)理论基础方面的研究。本部分研究主要是笔者在阅读和分析相关文献的基础上,对游戏化学习理论和个性化学习理论进行梳理,期望在理论指导下,进行游戏实例的开发。本研究主要用到的指导理论有项目反应理论、沉浸理论、游戏化学习理论。(2)适应学生个性化学习的教育游戏整体理论构建。在理论研究的支撑下,借鉴游戏设计理论和自适应技术,对教育游戏的理论模型进行构建。(3)适应学生个性化学习的教育游戏实例设计。游戏模型建立之后,选择合适的游戏化学习内容、对游戏进行教学设计和本体设计,为后续按照设计思想具体制作适应学生个性化学习的教育游戏架起支撑。(4)适应学生个性化学习的教育游戏实例制作和效果验证。在游戏模型构建和游戏实例设计的基础上,以小学一、二年级数学知识《十以内的加减乘除》作为知识内容来源,利用Unity软件开发平台以及Photoshop等相关软件开发了一款名为《算数消消乐》的双消类游戏,能够根据不同玩家的能力差异,为其提供最为符合的个性化游戏学习关卡。教育游戏开发完成以后,进行教育应用,通过问卷调查法获得小学生对游戏实例的评估,验证游戏的应用效果,并采用录屏软件全程监控。研究显示,本游戏的应用效果较好,在教育游戏评估量表的15个项目维度中,有11个项目维度的均值都较高,表明大部分学生都比较认可《算术消消乐》这个游戏;在11个均值较高的维度项目中,教学效果维度的均值最高,这表明本游戏的教学效果最好,能够使学生在游戏中真正学到十以内的算数知识;难度维度的均值仅次于教学效果维度,表明本游戏适应学生能力水平变化的关卡难度设置得非常成功,既不会令学生感到游戏很容易通过,也不会令学生感到游戏关卡很难通过而放弃游戏,并且对5组录屏数据的分析也显示,游戏关卡的难度是适应学生能力变化的,能力值不同的学生,在不同的学习内容下,都可以进行个性化学习,实现了本游戏最初的设想。本研究创造性地将个性化学习与教育游戏进行结合,在游戏中实现了学生的个性化学习,不仅完成了教育领域的要求,也可为游戏化学习和个性化学习的发展提供借鉴。
[Abstract]:On 2015, Premier Li Keqiang proposed the implementation of "Internet plus" action plan in the government work report, which marks China's formal entry into the cross-border integration, innovation driven, structural remodeling, respect human nature, open ecological "Internet plus a new era of progress and development. The requirements of the new era of cultivating innovative talents, this is undoubtedly to put forward the field of Education The new requirements require the reform and development of the educational field and the training of new talents to meet the needs of the times. The educational field has also put forward countermeasures. That is to advocate the implementation of the education which takes the learners as the center, respect the individual differences of the learners, let the learners carry out individualized learning, and realize the individualized development of the learners. In order to provide effective environmental support for students' individualized learning. First, digital games can provide learners centered learning situation. Digital games make students immerse in the situation through dynamic effects and interactive ways, and learn the knowledge contained in digital games effectively through immersive ways. Students can be guaranteed to be an absolute subject, and any element in the game serves students. Secondly, the use of information technology, game development technology and other digital technology and project response theory, immersion theory, and game theory can be combined to realize personalized learning in the digital game situation. This study is expected to be in theory. Under the guidance of digital technology, we have developed an educational game with more than ten kinds of difficult situations. On the premise of fully respecting the differences of students' personality, it is necessary to make use of the programming techniques to adapt the differences and realize the individualized learning of the students in the game. Under the guidance of the theory, we use the existing game development tools to study and produce an educational game adapted to the individualized learning of the students. There are four main aspects of the study. (1) research on the theoretical basis. This part is mainly on the theory and personality of the game based learning on the basis of reading and analyzing the relevant documents. The theory of chemical learning is combed, and it is expected to develop the game case under the guidance of theory. The main guiding theories used in this study are project response theory, immersion theory and game theory. (2) the overall theory of educational games adapted to the individualized learning of students. Under the support of theoretical research, the theory of game design and the self adaptation are used for reference. The theory model of educational games should be constructed. (3) the design of educational games adapted to the students' individualized learning. After the game model was established, the suitable content of game learning was chosen, the teaching design and the noumenon design of the Games were designed, and the educational games to adapt to the individualized learning of the students according to the design thought were made in the follow-up. Set up support. (4) to adapt to the students' personalized learning of the education game example production and effect verification. On the basis of the game model construction and game example design, the first and two grades of mathematics knowledge < ten and subtract and division > as the source of knowledge content, the development platform of Unity software development and Photoshop and other related software are developed. According to the ability difference of different players, it can provide the most suitable personalized game learning card according to the difference of the ability of different players. After the completion of the educational game, the educational application is carried out, the evaluation of the primary school students' game examples is obtained by the questionnaire survey method, the application effect of the game is verified, and the soft recording screen is used. The study shows that the application of this game is better. In the 15 item dimensions of the educational game assessment scale, the average of 11 item dimensions is higher, which indicates that most of the students agree with the game of "arithmetic elimination music". In the 11 dimension items with higher mean value, the average value of the teaching effect dimension is the highest, which indicates that the mean of the teaching effect dimension is the highest. The game has the best teaching effect, which enables students to learn the number of knowledge within ten of the game; the mean value of the difficulty dimension is second only to the teaching effect dimension. It shows that the game is very successful for the game to adapt to the changes of the students' ability level. It will not make the students feel that the game is easy to pass through, and it will not make the students feel like swimming. The game card is very difficult to pass the game, and the analysis of the 5 sets of recorded data shows that the difficulty of the game is to adapt to the changes of the students' ability, the students with different ability values can carry out individualized learning under different learning content and realize the original idea of the game. This research creatively will individualize learning and education. The combination of games, the realization of the students' personalized learning in the game, not only completed the requirements of the education field, but also for the development of game learning and personalized learning to provide reference.
【学位授予单位】:山东师范大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:G434;G623.5
【参考文献】
相关期刊论文 前10条
1 王广新;刘兴波;李通;陆宏;;学生感知的数字化游戏挑战水平与学习注意力关系研究[J];中国电化教育;2016年08期
2 姜强;赵蔚;李松;王朋娇;;个性化自适应学习研究——大数据时代数字化学习的新常态[J];中国电化教育;2016年02期
3 姜强;赵蔚;刘红霞;李松;;能力导向的个性化学习路径生成及评测[J];现代远程教育研究;2015年06期
4 吴洪艳;;智慧学习视角下个性化在线学习系统设计与应用[J];中国电化教育;2015年06期
5 赵宏;陈丽;赵玉婷;;基于学习风格的个性化学习策略指导系统设计[J];中国电化教育;2015年05期
6 杨进中;张剑平;;基于社交网络的个性化学习环境构建研究[J];开放教育研究;2015年02期
7 李馨;;融入“适应性”的教育游戏结构设计模型及实验研究[J];远程教育杂志;2015年02期
8 李通;陆宏;王广新;;教育游戏难度设置的波浪式缓坡曲线理论模型构建[J];电化教育研究;2015年02期
9 姜强;赵蔚;王朋娇;王丽萍;;基于大数据的个性化自适应在线学习分析模型及实现[J];中国电化教育;2015年01期
10 牟智佳;武法提;;电子书包中基于学习者模型的个性化学习资源推荐研究[J];电化教育研究;2015年01期
相关博士学位论文 前3条
1 路鹏;计算机自适应测试若干关键技术研究[D];东北师范大学;2012年
2 姜强;自适应学习系统支持模型与实现机制研究[D];东北师范大学;2012年
3 刘文霞;个性教育论[D];南京师范大学;1997年
相关硕士学位论文 前8条
1 褚鑫;高中英语词汇自适应测试系统的研制[D];山东师范大学;2015年
2 赵艳平;高中英语词汇自适应学习系统的设计与开发[D];山东师范大学;2015年
3 田燕;英美日个性化教育比较研究[D];华东师范大学;2012年
4 闫志军;新课程视域下学生个性化学习研究[D];河北大学;2011年
5 周s,
本文编号:1910546
本文链接:https://www.wllwen.com/jiaoyulunwen/jiaoyutizhilunwen/1910546.html