




版權(quán)說明:本文檔由用戶提供并上傳,收益歸屬內(nèi)容提供方,若內(nèi)容存在侵權(quán),請進(jìn)行舉報或認(rèn)領(lǐng)
文檔簡介
摘要興趣是學(xué)生最好的老師,所以,說要想使學(xué)生學(xué)好英語,培養(yǎng)學(xué)生對學(xué)習(xí)英語的興趣就顯得尤為重要了。本文以電子游戲進(jìn)入初中英語課堂為研究主題,對電子游戲進(jìn)入初中英語教學(xué)起到的效果進(jìn)行研究。創(chuàng)設(shè)良好的課堂氛圍可以很好地激發(fā)學(xué)生的英語學(xué)習(xí)興趣,同時游戲的使用,讓學(xué)生在參與游戲的過程中學(xué)習(xí)到英語知識,激發(fā)了學(xué)生學(xué)習(xí)的激情和學(xué)習(xí)主動性,提高課堂效率。電子游戲在提高教師課堂教學(xué)效果及在具體的教學(xué)實踐中具有積極的意義。關(guān)鍵詞:電子游戲;學(xué)習(xí)興趣;學(xué)習(xí)主動性StudyontheeffectofvideogamesenteringjuniormiddleschoolEnglishclassInterestisthebestteacherforstudents,so,saidthattomakestudentstolearnEnglishwell,cultivatestudents'interestinlearningEnglishisparticularlyimportant.ThispapertakestheresearchthemeofvideogamesenteringEnglishclassinjuniormiddleschool,andstudiestheeffectofvideogamesenteringEnglishteachinginjuniormiddleschool.Creatingagoodclassroomatmospherecanwellstimulatestudents'interestinEnglishlearning.Atthesametime,theuseofgamesmakesstudentslearnEnglishknowledgeintheprocessofparticipatinginthegame,stimulatestudents'learningpassionandlearninginitiative,andimproveclassroomefficiency.Videogamesareofpositivesignificanceinimprovingteachers'classroomteachingeffectandinspecificteachingpractice.Keywords:videogames;interestinlearning;learninginitiative
ContentsTOC\o"1-3"\h\u144321introduction introduction1.1ThereasonofthetopicselectionEnglishisoneofthemostimportantlanguagesintheworldtoday.HowtolearnEnglishwellisaverydifficultproblemforteachersandstudents.Englishandotherforeignlanguagesareaforeignlanguage,butEnglishlearningdoesnothaveacorrectlanguageenvironment.Inaddition,forEnglish,juniorhighschoolstudentsalsohavealotofconfusion,theycannotEnglish,donotknowhowtolearnEnglishwell.Atthesametime,duetotheinfluenceofphysiologicalandpsychologicalfactors,theEnglishlearningabilityofjuniorhighschoolisgenerallylow.Andcomparedwiththedevelopedcountries,ourclassroomismorerigid,notalittleangry,formiddleschoolstudents,itisreallynotinterestedin.Withtheinterest,theycanfullystimulatetheirpotential.Today'sjuniorhighschoolstudentsareaddictedtogamesandthinkitisthemostinterestingthingintheworld.Asthesayinggoes,interestisthebestteacher.ThediversificationofEnglishteachingactivitiescannotonlyarousestudents'interestinlearning,butalsoimprovetheirenthusiasminEnglishlearning,andalsopromotetheirlanguageexpressionandcommunication.Inshort,thepurposeofusingvideogamesistoimprovethequalityofteachingandmotivatestudents.1.2ResearchsignificanceInrecentyears,thepopularityofEnglishisveryfast,notonlymorepeoplegoouttolearnandcommunicate,butalsothetoollanguagethatneedstobeusedinalargerangeinChina.Therefore,Englishhasbecomeaveryhighhottopicofattention,andlearningEnglishhasalsobecomeanindispensablelearningtaskforus.However,differentpeoplehavedifferentmethodstolearnEnglish.Forjuniorhighschoolstudents,theintegrationofvideogamesintotheEnglishclassisaveryeffectiveandimportantmethod.Juniorhighschoolstudents'learninginterestismostlyaccordingtopersonalbefondof,studentsliketoplayallkindsofgames,reasonableuseofvideogamescanstimulatestudentsinterestinlearningEnglishknowledge,learninginteresttopromoteEnglishlistening,speaking,reading,writingdevelopment,inparticular,suchasnotusegameelementsinteaching,students'learningeffectisnotnecessarilynotideal.Thenatureofteenagersistoplay,andstudentsliketoplaygames.Thediversityandfunofgamescanstimulatestudents'interestinlearning.Whenstudents'interestinlearningisimproved,theefficiencyofteachingwillbeimprovedandchanged.Videogamesareaboutusinggamestoimprovetheefficiencyoflearning.Therefore,videogamescannotonlybringgoodteachingeffect,butalsobetterpromotestudents'learning.Inaddition,videogamesarealsoknowntomanypeoplebutnotused,mostpeoplethinkitisoneoftheinformalteachingmethods,notveryattention.Butinfact,videogamesarealsoaneffectiveteachingmethod,soitisparticularlyimportanttoconductin-depthresearchonthem.2literaturereviewVideogamescanstimulatestudents'interestinlearning,cultivatestudents'inquiryability,makestudentsfullyinvolvedinthegamesituation,andimprovethelearningqualityandlearningefficiency.BecauseEnglishteachingrequirestheinputofalargenumberoflanguagematerials,andemphasizestheoutputandfeedbackoflanguage,andteachingvideogameshavethecharacteristicsofparticipation,inquiry,experience,opennessandsoon,sotheapplicationofvideogameshasuniqueadvantagesinEnglishteaching.Itincreasestheinterestoflearningitself,theinteractionbetweenstudentsandteachinggames,andtrulyachievestheideaoftakingstudentsasthecenterofthelearningprocess.Therefore,Ithinktheintegrationofvideogamesintotheclasswillimprovestudents'learningenthusiasm,andthethemeshouldbebasedonstudentsintheteachingprocess,andtheadditionofvideogamesjustmeetsthisrequirement.(GuYong,2012)Gameisadouble-edgedsword,whichcannotonlycultivatestudents'innovationabilityandapplicationability,butalsomakethemhelplessinthevirtualgameworld.Inordertogivefullplaytothenaturalattributesofthegame,theEnglisheducationfactorsintoit,makethedulllearningmoreinteresting,toachievethepurposeofteachingandfun.Thedisadvantagesofvideogames:theclassorderisnotwellcontrolled,students'emotionsareeasytobeexcited,notwellcontrolledwillbecomean"amusementpark".Therearealsosomedifficultiesinclassroomdesign,teachersneedtospendalotofenergy,andinadditiontohavingasolidknowledgebase,teachersmustalsohavethenecessaryinformationliteracy.Secondly,theteachingequipmentshouldbecomplete,especiallyinthetownsandruralschools.Thirdly,theimplementationofvideogamesneedsthesupportoftheeducationdepartment.Afterreviewingtheliterature,itisfoundthatitisnoteasytointegratevideogamesintotheclassroom,whichrequiresvariouscooperation,andhardwarefacilitiescanbematched,andthedisadvantagesofusingvideogamesneedtobeavoidedasfaraspossible.(TianHaiqing,SunTzuJian,2019)ClassroomintroductionisanimportantpartofEnglishteaching,withtheroleofclassroommanagement,reviewingtheoldandstimulatingstudents'enthusiasm;theprincipleofcombiningoldandnewknowledge,stimulatingstudents'interest,andhomemadevideointroductionaccordingtothespecificconditions.Introductionbecauseofthedifferentteachingcontent,teachingobjectives,studentcharacteristics,teachingenvironment,teachingconditionsanddifferent,avoidmechanicallycopy,accordingtothedifferentsituationshouldusethecorrespondingclassroomintroductionway.Thisrequiresteacherstofullyconsiderthedifferencesinteachingcontent,teachingobjectives,students'characteristics,teachingenvironmentandteachingconditionsintheprocessofdesigningteachingintroduction,soastoachieveeffectiveclassroomintroduction.Classroomintroductionrequiresinnovation,anditismoreappropriatetointroducevideogamesintotheclassroom.(XiaShuguang,PartyLiqun,2013)Infact,effectiveteachingintroductioncanstimulatestudents'interestinlearning,canfullyattractstudents'attention,improvestudents'enthusiasminlearningEnglish,canmaketeachersinthefollowingteachingworkmorecalmly,sothatstudents'learningefficiencyistwicetheresultwithhalftheeffort,morerelaxedandfree.Therefore,theintroductionofteachingisanimportantlink,andtheintroductionofvideogamesintoteaching,videogamesthemselvescanarousestudents'interest,andtheintroductionofvideogamesintotheclassroomwillnotaffectthesubsequentteachingprocessandwillnotwork.(YangKai2022)Asthesayinggoes,"Agoodstartishalf-done."Theclassroomintroductionlinkdirectlyaffectsstudents'interestinlearningandclassroomattention,andtheclassroomintroductionisonlysimple,whichisnotconducivetotheimprovementofstudents'learningefficiency,butalsolimitsthedevelopmentofstudents'thinkingability.Therefore,teachersshouldpayenoughattentiontotheclassroomintroductionlink,constantlyexploreandinnovatethemethodofintroduction,timelysolvetheproblemsexistingintheclassroomintroductionlink,soastobuildagoodclassroomatmosphereandteachersandstudents,andcomprehensivelyimprovestudents'Englishability.Theapplicationofvideogamesintotheclassroomisaveryinnovativeintroductionmethod.Videogamesarenotanewproduct,ithasaverymaturemechanism,soweneedtopracticemore,andeffectivelyintegratevideogamesintoit.(ChuZhenhong,2013)Classroomisthemainplacetocarryoutteachingactivities,butalsothemainpositiontoimplementtheconceptofqualityeducationandthenewcurriculumreform,butalsotheplaceforteachersandstudentstodiscussandcommunicatearoundthespecificknowledgecontent.Atthispoint,theteacherconsciouslyadoptinteractiveteachingstrategy,canfurtherenhancethestudents'classroomparticipation,promptedthemtoexplorearoundspecificlearningobjectivesandtasks,atthesametimecanconstantlystimulatetheirpotential,makeitgetmoreinspiration,learntosolveproblemscreatively,andconstantlystrengthentheirdisciplineaccomplishment.Interactionisessentialintheclassroom,andvideogamesareverysuitableforinteraction.Videogamesarefullofparticipation,inquiry,experience,opennessandothercharacteristics,thesecharacteristicsensuretheenthusiasmofstudentstoparticipateintheinteraction,andteacherscanviewstudents'behaviorinrealtimetoensuretheteacher'smasteryoftheclassroom.(YeLiangyi2022)3.Psychologicalcharacteristicsofjuniorhighschoolstudents3.1Theobservationofjuniorhighschoolstudents,thecharacteristicsofmemoryAsweallknow,althoughtheobservationabilityofjuniorhighschoolstudentsismuchbetterthanthatofprimaryschoolstudents,theyalsohavemanyshortcomings.Thedisadvantageofjuniorhighschoolstudentsisthattheirobservationofthingsisnotcomprehensiveandmeticulous,andtheirobservationisalsoindevelopment.ThememoryofjuniorhighschoolstudentsalsomatchesthecurveofEbbinghaus,whichisaprocessfromfasttoslow.Therefore,middleschoolstudentsshouldalwayskeepinmind,constantlyreviewthestudy,inordertomaketheirpermanentmemory.Inaddition,itisnecessarytomasterthememorycharacteristicsofstudentsandachievethebestteachingeffectinthelimitedteachingtime.Therefore,theteacher'steachingmusthaveagoal,aplan,tomakeEnglishknowledgemoreinteresting.Sinceourlearningisdonestepbystep,observationandmemoryarealsothemostimportant.Itcanbesaidthatobservationandmemoryarethebasisandguaranteeoflearning.Inshort,theobservationandmemoryofjuniorhighschoolstudentsareinastageofdevelopment.Makegooduseofthisstage,juniorhighschoolstudents'Englishlearningwillbemoreeffective.3.2TheimaginationandthinkingcharacteristicsofjuniorhighschoolstudentsForjuniorhighschoolstudents,manythingsareverydifficulttounderstand,andtheirimaginationandthinkingabilityarerelativelypoor.Asateacher,wemustsetagoodexampleanduselanguagetohelpstudents.Althoughlanguagecommunicationdoesnotplayabigrole,butthroughlearninggames,theirattentionwillbetransferredtomoreplaces.Thecharacteristicsofthegameissimple,intuitive,alotofthingsareseenfromthesurface,ratherthanreallyunderstand.ImaginationandthinkingabilityarethekeytoEnglishlearning.Englishlearningdoesnotneedtorote,butshouldbeflexiblyusedandlearned.Studentsshouldconsiderhowtoorganizeasentence,howtoexpressit,howtocontactit,andhowtoimaginethosethingsthathaveneverappearedbefore.Inaddition,imaginationandthinkingarealsotheguaranteeofjuniorhighschoolstudents'learning.Onlygoodimaginationandthinkingcanbringbetterlearningefficiency.Therefore,inmiddleschoolEnglishteaching,videogamesplayanirreplaceablerole.4TheimportanceandapplicationstrategyofvideogamesinEnglishclassroomteachinginjuniorMiddleschool4.1TheimportanceofvideogamesinclassroomteachingIfvideogamesareusedproperly,theactualeffectisobvious.Althoughitonlytakesafewminutesintheteachingclassroom,itcanproducegoodpracticalresultsfortheteachingclassroom.Accordingtoavarietyofinterestingvideogames,studentscanquicklyimprovetheirinterestinEnglishlearning,andmaintainsuchadeepinterestandhobbyforalongtime,leadingtoastrongnon-intellectualfactorsinlanguagelearning.ThecontinuousimprovementofthesepotentialfactorswillcausegreatandpositiveharmtotheEnglishteachingandlearningofcollegestudents.TheadditionofappropriatemobilegamesinEnglishclassroomteachingisconducivetocultivatingtheinterestofcollegestudents,whichisinlinewiththeteachingprincipleof"happyjuniorhighschool".Videogamesemphasizestudents'consciousness,advocatestudentstoworktogether,ratherthanteacherstospeakalone,givingfullplaytothecoreofteachersandstudents'subjectivity.Accordingtotheclassroomgame,studentsneedtoimmediatelyreflect,respondandmainlyexpresseveryquestion,everythingandhowtoimitatethewordsanddeedsofothers,whichnotonlyexercisesstudents'memoryability,butalsoimprovestheircoherentlanguageexpressionability.Theunintentionalcharacteristicsofmobilegamesareconducivetostudentstoobtainreasonablelearningmethods,developgoodreadinghabits,andareconducivetostudentstodothingsmoreeasily,easiertorelievepressure,andtheyareinlinewiththemoraleducationregulations.Onestageofclassroomteachingistheintroductionofgames,andtheintroductionofvideogamesisthemostimportantpartoftheteachingprocess.Theintroductionofnewcoursesintosuitablevideogamescancultivatestudents'interestsandisalsoimportantforthesuccessofthecourse.Therearemanylivelyandinterestingvideogamesintheclassroom,suchasphonecalls,bingogames,riddles,maleandgirlcompetitions,role-playing,etc.Whenplayinggames,wepayattentiontothestudentsarenotdisorderly,thevoiceisdisciplined,sothateverystudentcanparticipateinit.Atthesametime,trytodistributethevideogamesthatmustcooperatewitheachotherandreflectthespiritofcooperation,whichcannotonlyexercisethelanguageexpression,butalsoshapethestudents'senseofhonor.4.2ApplicationstrategyofvideogamesinEnglishclassroomteachinginjuniormiddleschool4.2.1FollowtherulestostimulateyourinterestinlearningOnceapersonreallyhasastronginterestinanentityorasituation,thereisastrongdesiretoexplore.Asthesayinggoes,"ahobbyisthebestteacher".Primaryandmiddleschoolstudentshavethecharacteristicsofcheerful,active,lovetoplay,studious,eagerforsuccess,weakself-control,lackoftargetedlearningandtraining.LearningEnglishshouldbebasedontheinterestincloselearning.Thismotivationiskeyandcomesfromadirectinterestinlearningcontentorlearningactivity.Thegenerationofstudents'interestincloselearningreflectstheroleofthechallengingcharacteristicsofmobilegames,andstudents'interestincloselearningisalsoconstantlyimprovingandapplying.4.2.2LearntoplayTheaccumulationofbasicEnglishknowledge,thedevelopmentofprofessionalskillsandthetrendofleveldevelopmentareconducivetorelievingthepressureoflearningandtraining,andrelievingthepressureoflearningandtrainingismainlycarriedoutthroughpurposefullearningandtraining.However,primaryandmiddleschoolstudents'attentionconcentrationtimeisrelativelyshort,longertime.Therefore,wemustcultivatetheacquisitionstandards,andconstantlystrengthenthestudents'subconsciouslearningandtraining,inordertoreducetheirlearningandtrainingpressure.Studentscaneasilylearncomplexcoursecontentinclass,andstudentscaninadvertentlylearnindependently.Forexample,whenstudentsreachacertainstageinclass,wecanarrangestudentstobetterguesstheEnglishwordsinordertopreparefortheEnglishwordstheyhavelearnedbefore.4.2.3Buildpoetry,shapetheabilityofindependentinnovation,andimprovethelearningandtrainingabilityInnovativeeducationisthekeytomoraleducation.Innovativeeducationcancultivatetheimaginationofcollegestudentsintheteachingprocess.Therefore,inthevideogameteachingclass,teacherscarefullycreatelivelysportsscenesforstudents,stimulatetheirimpulsetoexplore,enrichstudents'imagination,andshapethepersonalityofcollegestudents.Inaddition,theclassroomteachinginteachers'gamesshouldcultivatecollegestudents'cognitivestructuresuchasobservationability,memoryability,imaginationandlogicalthinkingability.Accordingtocertainclassroomteaching,students'IQcanbetransformedintotheworkingabilitytolearnEnglish.4.2.4Strengthencommunicationandimprovestudents'confidenceEverystudenthasanexpectationofcompletion.Whenthisexpectationofsuccessismet,aconfidencewillarise,whichisthestudents'confidenceintheunknownchallenge.Intheteachingprocess,teacherstrytocreatevariousscenariosforstudents,givestudentsavarietyoflearningandtrainingstandards,andletstudentsmainlyexpressthemselvesinvideogames.Betterbettertosuccessandbuildconfidence.Intheclassroomteachingofvideogames,teachersshouldshapestudents'abilitytouseoralEnglishtoexpressemotions,persuadeothersorobtaininformation,andpreparetotrainstudents'professionalskillssuchaslistening,speaking,readingandwriting.Inadditiontotheabilitytoapplythelanguage,communicativecompetencealsoincludestheabilitytoworkinsocialpracticeactivities.Asateachingformwithmutualbenefitandinteractivecommunicationasthecore,mobilegameclassroomteachingcanjustshapethe"smallsocietydevelopment".Inthis"smallsociety",studentscanimprovetheirperformanceandworkabilityaccordingtotheroleoftheirroles,learnunityandfriendshipaccordingtogroupcooperation,cultivateexcellentorganizationaldisciplineandhabitsaccordingtotherulesofvideogames,andcreateexcellentmarketcompetitionconceptsandconceptsaccordingtocompetition.Altruism;atthesametime,studentscanperceivetheirshortcomingsbycomparisonwithotherstudents,realizetheurgencyofself-improvementandsoundpersonalization,andtrytoaccumulatematerials.Ingeneral,theapplicationofEnglishvideogamescannotonlyimprovethequalityofclassroomteaching,butalsohelpstudentstoeasilyacceptthecoursecontent.Byparticipatinginpersonalparticipation,emotionalconsumption,logicalthinkingandotherthematicactivities,studentscangainmoreandmorepersonalpsychologicalqualities.5TheroleofvideogamesinjuniormiddleschoolEnglishteaching5.1Itisconducivetostimulatingstudents'interestinlearningJuniorhighschoolstudentsarestillintheinitialstageoflearningEnglish.Forbeginnersinanewlanguage,learninganewlanguageisbothnovelandboringthings.Theyneedcertainperseveranceandenduranceinforeignlanguagelearning.Ifteachersblindlyusecomplicatedandsingleeducationalmethodstoteachatthistime,studentswilloftenlosetheirinterestandmotivationtocontinuetolearnEnglish.Therefore,itisparticularlyimportanttocultivatestudents'interestinlearningEnglish.Ifwecansuccessfullystimulateandmaintainstudents'interestinlearningEnglish,thenwhetheritisteachingteachersorstudents'learning,itwillplaytwicetheresultwithhalftheeffort,sothatstudentshaveamentalitytolovelearningandlearnEnglish.Accordingtothejuniorhighschoolstudents'ageandpsychologicalcharacteristics,themostcanstimulatestudents'interestisthevideogame,andvideogamesasagoodorganizationofstudentstoparticipateinclassroomlearningactivities,canintheprocessofplayinggamesgoodstimulatestudents'interestinlearning,makethestudentsinarelaxedandpleasantatmosphereeffectivelygrasptherelevantknowledgeanddeveloptheirabilitywell.5.2ItisconducivetotheconstructionofarelaxedandpleasantclassroomatmosphereStudentswhostudyinarelaxedandpleasantclassroomatmospherearemorelikelytolearnEnglishasaforeignlanguagethanthosewhostudyinadullandrigidclassroomatmosphere,becausejuniorhighschoolstudentsareeasilyaffectedbytheenvironment.Agoodclassroomatmosphereisnotonlyconducivetostudents'learning,butalsoconducivetoteachers'teaching.Theteachingofvideogamescancreatearelaxedandhappyatmosphere,canallowstudentstolearnknowledgeinjoy,andcanexpandtheirthinking,soastogainpsychologicalandphysicalsatisfaction,andthenimprovetheirconfidenceinlearningEnglish.Ifthisgoeson,thecommunicationandlearningbetweenteachersandstudentsandbetweenstudentswillbemorefrequentandharmonious,andtheclassroomatmospherewillbemoreandmoreharmoniousandharmonious.5.3Itisconducivetotheteachers'explanationofthenewknowledgeManystudentsinthefaceofsomedifficultnewknowledge,oftentendtogiveupandweariness,morelikelytoloseinterestinEnglishlearning,iftheteacher'sexplanationtoostraightforward,willcausethestudentslosttolistentodesireandinterest,andtheeffectispoor,eventhenrememberalsosoonandeasytoforget.Andthegamificationofteachingisaperfectsolutiontothisproblem.Teachersbycreatinggoodvideogames,makethestudentswellintotheclassroomteaching,inthegamewillbegoodknowledge,andnoteasytoproducewearinessofmind,makestudentsmorewillingtoparticipateintheclassroom,alsocanmaketeachersteachingbecomemorerelaxed,teachersteacheasywillbecomemorepassionate,alsocanbetterteachstudentsnewknowledge,thisforstudentsandteachers,isofgreatbenefit.Inshort,thestudentslearneasily,sodoestheteachersteach.Teachersthroughvideogamestoarousestudents'interestinlearning,letstudentsactivelyintolearning,sothatstudentscanmasterthelanguageinthehappylearning.5.4Itisconducivetopromotingstudents'autonomyinlearningStudentsintheprocessofdoinggamestolearnnewknowledge,willproduceacertainsenseofpride,willbemorelikeandmorewillingtoparticipateintheclassroom,afterexperiencethefunoflearningEnglish,willbemorewillingtogointopractice,morewillingtolearnEnglish,students'learningautonomyastheparticipationinthegameofinvisibleslowlyincreased,underthecultivationofunconsciouslearningability,willpromotestudents'autonomouslearning,formagoodlearninghabits.Inthefuture,IammorewillingtolearnEnglish,andmyenthusiasmandautonomyinlearningEnglishwillbestronger.6ConclusionVideogamesplayadrivingroleinpromotingtheEnglishteachinginjuniormiddleschool,whichcanwellstimulatestudents'interestinlearningthelanguageoutsideEnglish,sothattheteachingworkisbettercontinued,theteachersteacheasilyandthestudentsarehappytolearn.Itcanalsoguidestudentstolearnthroughvariouschannelssuchaslistening,speaking,readingandwriting,whichgreatlyimprovesstudents'confidenceinlearningEnglishasaforeignlanguage.FortheteachingofEnglish,alanguagesubject,itispossibletointegratetheformofvideogamestoacertainextent,butinthespecificimplementationprocess,someapplicationprinciplesshouldbepaidattentionto.Onlybyfollowingcertainprinciplesofapplicationcanvideogamesproceedbetter.Firstofall,itisnecessarytounderstandtheageandpsychologicalcharacteristicsofstudents.Onlybyfullyunderstandingeachstudentcanwedesignvideogamesthatstudentsareinterestedin,makestudentswillingtoparticipateinlearningrelevantEnglishknowledge,andbettercarryoutvideogames.Andtoimproveandcreatenewvideogamesinatimelymanner,sothatstudentswillkeeptheirinterestinlearningandarealwayswillingtoparticipateinthem.Secondly,teachersshouldknowhowtointegrategamesandteachingmaterials,andbeabletogamifytheteachingmaterials.Theyshouldunderstandthatthepurposeof
溫馨提示
- 1. 本站所有資源如無特殊說明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請下載最新的WinRAR軟件解壓。
- 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請聯(lián)系上傳者。文件的所有權(quán)益歸上傳用戶所有。
- 3. 本站RAR壓縮包中若帶圖紙,網(wǎng)頁內(nèi)容里面會有圖紙預(yù)覽,若沒有圖紙預(yù)覽就沒有圖紙。
- 4. 未經(jīng)權(quán)益所有人同意不得將文件中的內(nèi)容挪作商業(yè)或盈利用途。
- 5. 人人文庫網(wǎng)僅提供信息存儲空間,僅對用戶上傳內(nèi)容的表現(xiàn)方式做保護(hù)處理,對用戶上傳分享的文檔內(nèi)容本身不做任何修改或編輯,并不能對任何下載內(nèi)容負(fù)責(zé)。
- 6. 下載文件中如有侵權(quán)或不適當(dāng)內(nèi)容,請與我們聯(lián)系,我們立即糾正。
- 7. 本站不保證下載資源的準(zhǔn)確性、安全性和完整性, 同時也不承擔(dān)用戶因使用這些下載資源對自己和他人造成任何形式的傷害或損失。
最新文檔
- 氣動技術(shù)在智能家居安防中的應(yīng)用考核試卷
- 工藝美術(shù)品的產(chǎn)業(yè)競爭力提升策略與路徑實踐考核試卷
- 小麥種植農(nóng)業(yè)生態(tài)環(huán)境保護(hù)措施考核試卷
- 山體滑坡監(jiān)測與預(yù)警考核試卷
- 放射性廢物治理中的環(huán)境監(jiān)測數(shù)據(jù)管理考核試卷
- 2025年建材級纖維素醚項目發(fā)展計劃
- 教師個人成長與發(fā)展目標(biāo)計劃
- 《生物化學(xué)實驗》課程教學(xué)大綱
- 班級溝通機制的建立計劃
- 美術(shù)作品創(chuàng)作比賽組織方案計劃
- 坡面土壤侵蝕過程模擬-深度研究
- 互聯(lián)網(wǎng)護(hù)理服務(wù)典型案例
- 礦泉水購銷合同范本2025年
- PLC培訓(xùn)課件教學(xué)課件
- 南京財經(jīng)大學(xué)C語言期末(共六卷)含答案解析
- 課題申報書:極端雨雪天氣下城市交通多層動態(tài)網(wǎng)絡(luò)韌性建模及優(yōu)化研究
- 2024北京東城初一(上)期末語文試卷及答案
- 2025年煤礦從業(yè)人員安全培訓(xùn)考試題庫
- 全國第三屆職業(yè)技能大賽(無人機駕駛(植保)項目)選拔賽理論考試題庫(含答案)
- 四年級數(shù)學(xué)(四則混合運算帶括號)計算題專項練習(xí)與答案
- 壓鑄車間生產(chǎn)管理制度(4篇)
評論
0/150
提交評論