国产精品第_久久精品国产一区二区三_99久精品_久久精品区_91视频18_国产91精品在线观看

VOA 学英语,练听力,上听力课堂! 注册 登录
> VOA > VOA慢速英语-VOA Special English > Education Report >  内容

VOA慢速英语:电子游戏在校内被用作学习工具

所属教程:Education Report

浏览:

2019年01月23日

手机版
扫描二维码方便学习和分享
https://online2.tingclass.net/lesson/shi0529/0008/8389/20190123a.mp3
https://image.tingclass.net/statics/js/2012
Video Games Used as Learning Tools in Schools

Technology has already created many new educational tools to help teachers improve learning in the classroom. One method uses video gaming elements to get students more interested and involved in the subjects they learn.

One American school using such technology is Dag Hammarskjold Middle School in Wallingford, Connecticut. On a recent afternoon, about 20 children at the school watched a computer screen at the front of the room.

The students were taking part in an educational activity that looks a lot like popular internet video games like “Fortnite.” The schoolchildren compete in challenges and can collect points to unlock powers, clothing and pets for their players in the game.

Unlike many video games, the students are not fighting against each other. Instead, the classroom games are being used by teachers to present different school subjects. The students can earn points as they pass through different educational levels of the game.

Caiden McManus is a 13-year-old student at Dag Hammarskjold. He told the Associated Press he finds the game-based learning experience “a lot of fun.” He says working with pets is his favorite part because it helps him progress faster in the game. “To train the pets, you gain as many gold pieces as possible,” he said.

Gianna Gurga is a teacher at Dag Hammarskjold. She told the AP she had been looking for new ways to get more out of her students. So she decided to try a classroom gaming system called Classcraft. She says she has seen student improvements since she began using the tool in 2017. Her results even led other teachers to start using the gaming system.

“My kids are so addicted to it in the best way possible,” Gurga said.

With each correct answer, students receive points that can be used to buy things in the game. Points can also be exchanged for the chance to listen to music in class or take part in competitions against other classrooms. Students can also have points taken away if they behave badly.

The Amana Academy in Atlanta, Georgia is also using the Classcraft system. Teacher Laura Bruster says the tool has been an important addition to her classroom. “Because it made me a participant with my students," she said. "I’m not just their teacher, I’m their game master. I control the fun of the classroom.”

Student players can use their different powers within a game to cooperate so they have a better chance to succeed as a group.

New York City middle school Quest to Learn was one of the first public schools to launch game-based learning when it opened 10 years ago. Researchers have followed the school in an effort to measure long-term results of educational gaming on students.

In the last school year, 43 percent of Quest to Learn’s students met state requirements for students tested in English. This compared to 41 percent of students across the whole city. Twenty-nine percent of the school’s students met state requirements after being tested in math. This was lower than the 33 percent citywide who met the state math requirements.

But supporters of game-based learning say testing alone should not be used as the only measure of student results.

Ross Flatt is director of programs and partnerships for the not-for-profit group Institute of Play. The group uses game design elements to develop new learning experiences. It says outside studies have shown that students taking part in educational gaming do show growth in important areas. The main areas of improvement include student cooperation with each other, creative thinking and empathy, the group said.

I’m Bryan Lynn.

_______________________________________________________________

Words in This Story

screen – n. the front-facing part of an electronic device

challenge – n. something difficult that tests someone's ability or determination

pet – n. an animal someone keeps in their home

addicted – adj. physically and mentally dependent on something

participant – n. a person involved in an activity

empathy – n. the ability to understand and share another person's experiences and emotions

用户搜索

疯狂英语 英语语法 新概念英语 走遍美国 四级听力 英语音标 英语入门 发音 美语 四级 新东方 七年级 赖世雄 zero是什么意思天津市弘景苑英语学习交流群

  • 频道推荐
  • |
  • 全站推荐
  • 推荐下载
  • 网站推荐
主站蜘蛛池模板: 一个添下面两个吃奶把腿扒开 | 20201精品极品国产色在线 | 亚洲精品乱码8久久久久久日本 | 久久免费99精品久久久久久 | 欧美精品一区二区三区在线 | 日本一道dvd在线中文字幕 | 国产成人亚洲日韩欧美 | 美女脱了内裤趴开腿让男生添 | 亚洲国产精品热久久 | 亚洲综合区 | 国产免费无遮挡吸奶头视频 | 国产午夜福利不卡在线观看 | 国产精品9 | 亚欧成人一区二区 | 色婷婷综合久久久久中文 | 99欧美日本一区二区留学生 | 中文字幕天天躁日日躁狠狠躁 | 欧美在线香蕉在线现视频 | 麻豆三级电影 | 中文字幕乱码在线观看 | 黄毛片网站 | 精品一区二区三区中文 | 69成人做爰免费视频 | 美女视频黄a视频全免费网站色窝 | 国内精品久久久久女同 | 亚洲av色先锋资源电影网站 | 免费看成人频视在线视频 | 四虎影视一区二区精品 | 亚洲第一永久在线观看 | 国产一区免费观看 | 一区二区三区视频观看 | 在线视频中文字幕 | 国产人妖乱国产精品人妖 | 爱爱毛片 | 激情成人黄色 | 热久久最新视频 | 另类视频第一页 | 欧美一区二区三区不卡 | 中文字幕天天躁日日躁狠狠躁免费 | 人妻18毛片a级毛片免费看 | 福利一二三区 |