scholarly journals The Economic Literacy Among the Chinese High School Students (part 1)

2021 ◽  
Vol 16 (4) ◽  
pp. 157-176
Author(s):  
Xintian Wu ◽  
Yanglita Wang ◽  
Tongzhong Lu

In today's society, mankind is at a turning point in the context of the fourth industrial revolution and changes in new technologies and production models, which is raising a higher requirement for future labour. In this article, we look at the economic facets of basic education in China, since the mindset of young people is vital to developing a prosperous and better future civilization for mankind. The main topic of our paper is to analyze the economic literary level of the average high school students to assume how they can react and make a contribution to the coming fourth industrial revolution and the future civilization. The research relies on the materials of Chinese high school students’ actual textbooks related to the Fourth Industrial Revolution and Economics, and the book The Future of Humanity: Global Civilization and China's Rejuvenation by Professor Jin Zhouying. During the process of research, we found that, on the one hand, basic economics knowledge during the middle school period is helpful to students' daily life. On the other hand, some of the economics knowledge learned by middle school students cannot catch up with the trends and the texts are scattered in different subject textbooks. Therefore, due to innovative knowledge of youth, the relevant high school economics textbooks should be more keeping up with the times and provide more systematic and professional economic knowledge.

2007 ◽  
Vol 30 (5) ◽  
pp. 879-883 ◽  
Author(s):  
Guoqing Hu ◽  
Zhenqiu Sun ◽  
Ming Hu ◽  
Qiang Xia ◽  
Xunqiang Yin ◽  
...  

2005 ◽  
Vol 95 (11) ◽  
pp. 1989-1995 ◽  
Author(s):  
Guanmin Chen ◽  
Gary A. Smith ◽  
Shusong Deng ◽  
Sarah Grim Hostetler ◽  
Huiyun Xiang

2016 ◽  
Vol 49 (2) ◽  
pp. 254-267
Author(s):  
Yangyang Liu ◽  
Zuhong Lu

The present study sought to examine the relationship between Chinese high school students’ academic self-efficacy and their academic-related boredom. Another objective was to explore the moderating effects of mono-amine-oxidase type A ( MAOA) gene polymorphism on this relationship. In a sample of 514 Chinese high school students, we measured their academic self-efficacy and academic-related boredom from Grades 10 to 12. In addition, we collected their DNA. Data were analyzed by using a linear mixture model. The results indicated that students’ academic self-efficacy negatively predicted their academic-related boredom. The relationship between academic self-efficacy and academic-related boredom was more reliable for students with the 3-repeat allele than for the students with the 4-repeat allele. The findings suggested that the functional polymorphism of MAOA gene moderated the relationship between academic self-efficacy and academic-related boredom.


Author(s):  
Dean Kashiwagi ◽  
Alfredo Rivera ◽  
Jake Gunnoe ◽  
Jacob Kashiwagi

Arizona State University has been involved in identifying the future Facility Manager (FM) paradigm which results in a sustainable FM profession. The $16M, 20-year international research program has identified, created and tested out a solution to the almost impossible task of replacing the aging FM professionals. The research has identified the future FM as one who is leadership based and leads the entire supply chain from inside the organization. This paper will cover the three year results of finding the future FM by accessing the top 10% of ASU’s 85,000 students through Barrett’s Honors Program, 7th – 10th graders through the Barrett’s Summer Honors Program, and culminating this year in placing the education in one of the top private schools in the state of Hawaii for high school students, testing the approach on 116 Brazilian engineering undergraduate students and getting approval for testing a 14 week program in the Tempe High School. The model is proposed as a prototype for future FM professionals and how the FM professional can become sustainable.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2021 ◽  
Vol 7 (11) ◽  
pp. 336-342

The article discusses the development of the learning process in the new information society, the importance of using new technologies, their application in the learning process. It also emphasizes the importance of inculcating teachers’ knowledge and skills in the formation of the worldview of high school students using ICT tools, and notes that the application of new technologies in the learning process is an important feature of the modern learning process.


2020 ◽  
pp. 75-77
Author(s):  
Iuliia Nikolaevna Puchnina

In this article, the problem of declining reader interest among high school students is considered. A way of solving this problem is proposed: increasing high school students' interest in reading by using modern technologies. The research methods used in this paper include theoretical (analysis of scientific, non-fiction and fiction literature, followed by analysis and synthesis of obtained data), as well as empirical (a survey in order to determine the reading activity of students, comparison and analysis of obtained data, systematization and statistical processing of research materials) methods. The author has examined several modern information and communication resources, of which those most suitable for the purpose of this study have been selected: an online survey, a poster, a book trailer and an Internet forum. The results of this study demonstrated a positive dynamic in 10th grade students' reader interest, thus confirming the hypothesis.


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