Abstract

Students in the state of flow can learn more efficiently. The research purpose of this paper is to find out methods teachers can use to improve learners' flow experience in teaching activities. Based on the experimental study of educational games in primary school mathematics classroom practice, this paper explores the strategies of educational games to improve learners' flow experience, and analyzes the experimental data of learning effect from four factors: fearless failure, loss of self-awareness, neglect of time passing and focus on the value of the activity itself, the neglect of the passage of time and the focus on the activity itself. combined with interview data, and finally came to the conclusion that educational games can improve learners' flow experience in classroom practice to a certain extent. This paper sums up three methods that can improve students' flow experience in teaching activities and four strategies about the design of mathematics classroom practice.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.