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笔者一直尝试在高中信息技术课上引入各类游戏,其中侦探解谜类较为成功,已在同事中推广。下文将从思路、方案、实效三方面对其进行介绍。文中实验组为2009届学生,教学中运用此方案比率为46%。对照组为2004届学生,当时未用此方案。方案流程:(1)学生阅读侦探故事,获知待解谜题。(2)产生解谜欲望后,学生直接做题,在题目中自学基本知识点。(3)学生扮演侦探、律师、陪审团,以提议、争议、
The author has been trying to introduce various kinds of games in the high school information technology class, among which the detective puzzle is more successful and has been promoted among colleagues. The following will be ideas, programs, the effectiveness of its introduction. Experimental group for the 2009 session of the students, teaching the use of this program was 46%. Control group for the 2004 session students, did not use this program. Program flow: (1) students read the detective story, learn to be solved puzzles. (2) produce puzzle desire, the students do the problem directly in the title of self-learning basic knowledge points. (3) Students play detectives, lawyers, juries to propose, dispute,