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数字科技馆资源在数学活动课中的应用研究与实践

【作者】 夏林林

【导师】 李娟;

【作者基本信息】 华中师范大学, 学科教学(数学), 2017, 硕士

【摘要】 近年来,随着信息技术和互联网技术的发展,网上科普已经成为现实,数字科技馆网站作为一个科普视频、科普游戏、数字展品等资源的网上集散中心和平台,越来越承担着公民科普教育的职能。而伴随着信息网络的扩展和基础教育信息化的持续推进,网络资源的开发和利用越来越受到各级教育工作者的关注。数字科技馆资源作为网络资源的一部分,可以而且应当进入各级教育工作者的研究范围。而且就资源获取的便捷性、快速性上来讲,数字科技馆比实体科技馆更胜一筹,其最大的优势在于避免了组织学生参观带来的时间不足、安全担忧等问题。数字科技馆网站有许多可资利用的资源,数学是科普教育中不可或缺的重要部分。因此本文从大教育观、资源应用观的视角出发,将数字科技馆资源的利用与学校活动课教学相结合,选定数学学科,试图应用数字科技馆的相关资源开展数学活动课,探究数字科技馆资源应用的相关问题。论文共分为六章,第一章论述了本文的研究背景、内容、方法和意义,第二章则介绍了国内外研究现状及启示,并对相关概念做了界定。第三章为数字科技馆资源及数学活动课的相关调查研究。首先对部分数字科技馆网站的数学课程资源进行了一定的调查梳理,并总结出数字科技馆资源一般分为科普视频、互动游戏、数字展品、优秀活动案例等四类,总结出相关资源具有趣味性、情境性、互动性、逼真性等特点,为后面针对相关资源设计活动案例提供了素材,也为学生、教师寻找资源提供了指引。另外,通过对教师、学生的访谈、问卷调查,了解到目前教师和学生对于数字科技馆的认知度普遍较低,因而网站资源的教育价值很难发挥和实现。第四章提出应用数字科技馆资源开展活动课应遵循针对性、适时性、适度性、学生主体性与教师指导性四个原则,并以数学活动课为例,基于数字科技馆资源类型,写了“二进制”、“七桥问题”、“六边形探秘”三个教案,为教师利用数字科技馆资源提供了范例。第五章则从实践的角度出发,论述了应用数字科技馆资源开展相关数学活动课对学生兴趣、知识掌握等方面的影响,初步得出在活动课中有效利用数字科技馆资源有利于提高学生的学习兴趣,促进知识的理解与掌握;另外在应用的过程中还可以对数字科技馆起到一定的宣传效果,进而加深学生对数字科技馆的认知,促进学生课下登陆数字科技馆进行自主学习,形成良性循环。第六部分,则论述了本文的结论与展望。

【Abstract】 In recent years, with the development of information technology and Internet technology, online science education has become a reality, the digital science and technology museum web site as a platform which offer a wide range of resource, including videos, science games, digital displays and so on, more and more bear the citizen science education function. And with the advance of basic educational informationze and networking, the education workers pay more attention on the exploitation and utilization of online resources. Digital science and technology museum resources as part of the online resources, can and should be entered to the research scope of education workers. Also, in terms of resources for convenience and rapidity, the digital science and technology museum is even better than the physical science and technology museum, its biggest advantage is to avoid the problem of lacking time and security concerns in the organize of students’ visit. The digital science and technology museum web site has a lot of resources available, mathematics is an indispensable part of science education. So this article from the view of great education concept and resource application perspective, combining the utilization of the digital science and technology museum resources with the school activity course teaching, selecting mathematical discipline, trying to apply related resources of the sites into mathematics active courses,to explore the related problems of the application about digital science and technology resources.The paper is divided into six chapters, the first chapter discusses the research background, content, method and significance. The second chapter introduces the domestic and foreign research situation, and defines related concepts. The third chapter is the related research of digital science and technology museum and mathematics active courses. First make a survey of related mathematics curriculum resources in some domestic and foreign digital science and technology museum sites, and sums up the general digital science and technology museum resources contains four categories, including science video, interactive games, digital display, excellent activity case, and they are more characteristic of interesting, dynamics, interactive and reality, provided the related resources to mathematics active courses, also provided a guide for students and teachers to find resources. In addition, through interview and questionnaire survey of teachers and students, to understand the recognition about digital science and technology museum of them is generally low, thus the education value of web resources is difficult to play and implement. The fourth chapter summarizes the application of digital science and technology museum resources should follow four principles,including the pertinence, timeliness, moderation, students’ subjectivity and teachers’ guidance, and as a case study of mathematics curriculum, based on the digital science and technology museum resource types, wrote three lesson plans —"binary", "seven bridge problem" and "hexagon", provides models for teachers to use digital science and technology museum resources. The fifth chapter from the perspective of practice, discusses the influence of interest and the master of knowledge of students about the application of digital science and technology museum resources into the relevant math curriculum,it is concluded that if the teacher effective utilization of digital science and technology museum resources, would improve the learning interest of students, and promote the grasp of knowledge, it also can be certain advertise the digital science and technology museum, to deepen the cognition of the digital science and technology museum, promote the rates of students landing the digital science and technology museum for autonomous learning after class, forming a virtuous cycle. The sixth chapter discusses the conclusion and prospect in this paper.

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  • 【网络出版投稿人】 华中师范大学
  • 【分类号】G633.6
  • 【下载频次】110
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