Study on the Application of Educational Games in the Teaching of English Creative Practice
- DOI
- 10.2991/icesame-16.2016.3How to use a DOI?
- Keywords
- Innovative practice; Primary and secondary school students; Educational games; Practical skills.
- Abstract
In the era of information explosion, information technology is affecting people's way of life. The 21st century is the era of knowledge-based economy, knowledge economy will occupy the leading position in the world economic development based on knowledge and information, dissemination and application, in this context, education information has become an inevitable trend. With the rapid development of information technology, internets are gradually popular, and the young people are addicted to computer games, affecting the learning and life of young people. Educational experts suggest that the course of teaching adds some games to improve students' learning interest, so the concept of educational games came into being. Based on the characteristics of educational games and educational value, this paper carries out innovation practice reform in primary and secondary schools, changing the traditional teaching methods, enhancements' learning interest, improving students' learning efficiency, increasing students' practical skills and professional skills.
- Copyright
- © 2016, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Dan Hu PY - 2016/03 DA - 2016/03 TI - Study on the Application of Educational Games in the Teaching of English Creative Practice BT - Proceedings of the 2016 International Conference on Education, Sports, Arts and Management Engineering PB - Atlantis Press SP - 10 EP - 15 SN - 2352-5398 UR - https://doi.org/10.2991/icesame-16.2016.3 DO - 10.2991/icesame-16.2016.3 ID - Hu2016/03 ER -