Research on Level of Activeness in Classroom Games Participation among Third-Grade College Students of Oral Chinese Course – Hanoi University of Industry and Strategies to Modernize Classroom Games Contents

Authors

  • Truong Giang NGUYEN 武汉大学

Keywords:

Oral course, Classroom games, Positivity regression analysis, Rebuttal game

Abstract

With the development of society and the advances in modernization, there have been higher requirements for modern education. Modern education can be promoted through modernizing classroom games, which uses the content of modern games to build a socio-economic and competitive environment suitable for the classroom, allowing learners to actively absorb and process information, and therefore form new personal knowledge from what they have already grasped. The content of classroom games has a strong influence on learners' participation and learning gains. The author uses third-year Chinese majors as a research subject to explore the impact of debates (arguments and objection) games in oral classrooms on third-grade college students. The research finds that classroom games can effectively improve students’ enthusiasm for speaking and participating in lessons. Moreover, to utilize the modernization and sociability of the (arguments and objection) games, teachers can use computer software (which is randomly picked) to design small game activities such as grouping, topic selection, etc., in order to encourage students to participate more actively, to absorb, process and analyze information and as a result, form a new personal and social knowledge system.

Published

2022-01-28

How to Cite

NGUYEN, T. G. (2022). Research on Level of Activeness in Classroom Games Participation among Third-Grade College Students of Oral Chinese Course – Hanoi University of Industry and Strategies to Modernize Classroom Games Contents. Journal of Sinology, 16(1), 71–104. Retrieved from https://journal.mfu.ac.th/index.php/jsino/article/view/40

Issue

Section

Research Articles