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论道德教育中的活动——体验学习 被引量:3
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作者 潘发勤 赵广忠 《教育探索》 北大核心 2004年第7期95-97,共3页
在道德教育中进行活动一体验学习是基于对活动、体验与人的发展关系的认识。活动、体验不仅是青少年发展的基本需要,而且也是作为实践精神的道德本身所要求的,它是主体本性展开的根本途径。当代青少年体验的缺乏则使活动——体验学习显... 在道德教育中进行活动一体验学习是基于对活动、体验与人的发展关系的认识。活动、体验不仅是青少年发展的基本需要,而且也是作为实践精神的道德本身所要求的,它是主体本性展开的根本途径。当代青少年体验的缺乏则使活动——体验学习显得更有必要。 展开更多
关键词 道德教育 活动——体验学习 主体性
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Impact of an active educational video game on children's motivation,science knowledge, and physical activity 被引量:3
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作者 Haichun Sun Yong Gao 《Journal of Sport and Health Science》 SCIE 2016年第2期239-245,共7页
Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the eff... Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA. 展开更多
关键词 Educational video game Exergame Heart rate INTENSITY INTEREST
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