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Gamifying the High School German Cla...
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Verna, Lauren M.,
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Gamifying the High School German Classroom /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Gamifying the High School German Classroom // Lauren M Verna.
作者:
Verna, Lauren M.,
面頁冊數:
1 electronic resource (35 pages)
附註:
Source: Masters Abstracts International, Volume: 85-11.
Contained By:
Masters Abstracts International85-11.
標題:
Secondary education. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31300584
ISBN:
9798382743325
Gamifying the High School German Classroom /
Verna, Lauren M.,
Gamifying the High School German Classroom /
Lauren M Verna. - 1 electronic resource (35 pages)
Source: Masters Abstracts International, Volume: 85-11.
Upon the return to school after the Covid-19 pandemic, students were displaying difficulty in executive functioning skills. This project was to gamify the German curriculum with students as digital natives in mind, starting with the German 1 course. Instead of a teacher-led model using lectures, slideshows, and worksheets, teaching with the new curriculum results in learning through game elements such as narratives, puzzles, and cooperation. Students still learn German vocabulary and grammar as well as about the culture of German-speaking countries, but they do so in a model that allows freedom to fail. The desired outcome of this redesigned curriculum was to increase student (1) engagement and academic performance, (2) executive functioning skills including focus and motivation, and (3) social skills. The long-term goal is to increase the number of German students, growing the program.
English
ISBN: 9798382743325Subjects--Topical Terms:
2122779
Secondary education.
Subjects--Index Terms:
Curriculum
Gamifying the High School German Classroom /
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