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  • 1. (2024高三下·重庆市月考)  阅读理解

    One of the biggest challenges that traditional educators face is how to unlock students' love of learning. Once students overcome their fear or unwillingness, they will be on the track of becoming motivated learners.

    In order to help students discover the joy in learning, some teachers are turning to a simple but effective strategy called gamification-using game-related elements such as activities and rewards to promote students' engagement in class. With an origin in educational psychology, this approach is designed to reach students by making the learning process funny and interesting.

    What's more, researches show that gamification can also make assignments less stressful. Without too much pressure, students will associate learning with curiosity and joy. Accordingly, they feel like continuing the journey because positive feelings have boosted their confidence.

    But like any other strategies, gamification has its drawbacks when used incorrectly. It is very likely that some students only focus on winning rewards but have no interest in understanding concepts or learning new skills--exactly the opposite of the desired outcome. To avoid this, teachers can help prevent students from becoming wrongly motivated by choosing suitable rewards. Instead of class parties or snacks, try rewards that help students develop a passion for academic subjects. 

    For example, have students earn points towards a class field trip by behaving and doing their assignments, or pair subjects that a student dislikes with fun books or activities to encourage motivation. That way, they associate fun with reading, math, or other skills. More examples include competing on a leader-board, holding a talent show, or playing other team-building games. All activities and rewards need to be carefully selected and well arranged. 

    If you're having a hard time getting your class interested in learning, talk with them together or individually about what motivates them and include it into your student engagement strategies.

    1. (1) What can we learn about gamification from the first two paragraphs?
      A . It advocates a traditional teaching style. B . It improves students' critical thinking. C . It promotes the use of video games in class. D . It motivates students to be active learners.
    2. (2) What is the author's attitude to the application of gamification?
      A . Worried. B . Favorable. C . Objective. D . Doubtful.
    3. (3) How should teachers avoid the drawbacks of gamification?
      A . Associate learning process with assignments. B . Set learning goals for different students. C . Select suitable rewards for teaching activities. D . Encourage teamwork by holding class parties.
    4. (4) What is the text mainly about?
      A . The future influences of gamification. B . The analysis of a teaching strategy. C . Recent research on education system. D . A discovery about motivating learners.

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