Gamification Teaching Design and Application in the Context of Blended Learning:: Taking a middle school IT class as an example

Hairu Yang, Yuqi Liu, Mingyue Ma, Xinye Bai, R. Liu, Hongbin Dai
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Abstract

As modern information technology continues to develop, blended learning is seen as an inevitable trend in education and is becoming more and more widespread in schools around the world. In the current blended learning environment, there is a general lack of student participation and interaction in online learning, which in turn leads to low motivation and low learning outcomes. Therefore, under the guidance of constructivism and game-based teaching theories, this study constructs a game-based teaching model in the context of blended learning; and uses questionnaires and experimental research methods to investigate and analyse students' intrinsic motivation and concentration in the process of game-based teaching, in order to verify the effectiveness of the model. The study shows that the use of the model can effectively enhance students' intrinsic motivation and classroom concentration, and provide reference for teachers to conduct blended teaching and improve the quality of learning.
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混合学习背景下的游戏化教学设计与应用——以某中学IT课为例
随着现代信息技术的不断发展,混合式学习被视为教育发展的必然趋势,在世界各地的学校中越来越普遍。在当前的混合式学习环境中,学生在在线学习中普遍缺乏参与和互动,这反过来又导致了低动机和低学习效果。因此,本研究在建构主义和游戏教学理论的指导下,构建了混合式学习背景下的游戏教学模式;并采用问卷调查和实验研究的方法,对游戏教学过程中学生的内在动机和注意力进行调查分析,以验证模型的有效性。研究表明,该模型的使用可以有效增强学生的内在动机和课堂注意力,为教师开展混合式教学,提高学习质量提供参考。
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