|
|
Application of educational games to classroom teaching: from perspective of educational neuroscience |
LUO Danping1,ZHOU Jiaxian2,FU Bingjian3,ZHOU Weibin1 |
1. Experimental School Affiliated to Donghua University, Shanghai 201600, China;2.Department of Educational Psychology, Centre for Educational Neuroscience, Faculty of Education, East China Normal University,Shanghai 200062, China;3. Songjiang District Education Bureau, Shanghai 201600, China |
|
|
Abstract Under the background of technological innovation in the information age, human's learning style, way of thinking, and way of life are all changing. Educational science, educational neuroscience, information science, and game science are moving towards deep integration, and a variety of educational games come into existence. Educational games have both entertaining and educational functions. They can not only attract students to learn through playing during informal learning, but also facilitate students to acquire knowledge more easily during formal learning. As a new mode of education, educational games can attract students' attention and promote their participation, feedback, and consolidation in learning. It is an effective handrail for students to move from passive learning to active learning, thus triggering a series of discussions. From the perspective of educational neuroscience, this paper discusses the application methods and value of educational games in classroom teaching, and how teachers design educational games that conform to the rules of brain science to promote the improvement of learning effect and the development of comprehensive literacy.
|
|
|
|
|
|
|
|