Festarola: a Game for Improving Problem Solving Strategies

R. Rodrigues, P. Ferreira, R. Prada, Paula Paulino, A. V. Simão
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引用次数: 2

Abstract

When performing problem solving tasks, teachers need to guide students' activities through the regulation of learning with meaningful resources that exemplify students' daily life. As a contribution to the learning and teaching processes in problem solving in math, we created Festarola, a digital game designed for young children, ages eight to ten, where a team of players is tasked with organizing a birthday party for a group of children. The game fosters both self and shared regulation of learning in problem solving by guiding students through a forethought phase, an execution and monitoring phase, and lastly, a self-reflection phase. A user study was conducted with children from the Portuguese primary education to measure the impact of the game. Children interacted with the game individually and in groups throughout several sessions. Positive results indicate that the game successfully stimulated and developed problem solving strategies in students.
Festarola:一个提高解决问题策略的游戏
在执行问题解决任务时,教师需要通过对学习的规范来引导学生的活动,并使用有意义的资源来举例说明学生的日常生活。作为对数学问题解决的学习和教学过程的贡献,我们创造了Festarola,这是一款专为8至10岁的幼儿设计的数字游戏,其中一组玩家的任务是为一群孩子组织生日派对。这款游戏通过引导学生经历预先考虑阶段、执行和监控阶段以及最后的自我反思阶段,在解决问题的过程中培养自我和共同的学习规则。我们对葡萄牙小学的儿童进行了一项用户研究,以衡量该游戏的影响。在几个环节中,孩子们以个人或小组的形式与游戏互动。积极的结果表明,游戏成功地激发和发展了学生的问题解决策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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