Exploring the Feasibility of Computer Games in Mathematics Education

S. Yong, P. Gates, A. Chan, Chien-Sing Lee, Reginamary Matthews, K. Tiong
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引用次数: 3

Abstract

The aim of this study was to explore the feasibility of deploying digital game-based learning in Mathematics education among a group of Malaysian secondary students. A mixed methods approach was employed in which a quantitative survey [175 students] and a qualitative interview [8 students, 8 parents and 6 teachers] were administered concurrently. Data collected revealed that students’ attitudes to learning Mathematics with digital games are significantly influenced by their interest in Mathematics, types of games played, and the duration of gameplay. Students prefer guidance from teachers, teachers are unlikely to change their existing teaching practices and parents do not support pedagogical change. Although this study has affirmed well-known challenges in an exam-oriented system, one key point is stressed, i.e. the possible adoption of edutainment is structured around the existing pedagogy. Furthermore, there is a need to create seamless formal-informal educational games to enrich Mathematics education.
探索计算机游戏在数学教育中的可行性
本研究的目的是探讨在一群马来西亚中学生中部署数字游戏为基础的数学教育的可行性。采用定量调查[175名学生]和定性访谈[8名学生、8名家长和6名教师]同时进行的混合方法。收集的数据显示,学生通过数字游戏学习数学的态度受到他们对数学的兴趣、玩的游戏类型和游戏时间的显著影响。学生更喜欢老师的指导,老师不太可能改变他们现有的教学方法,家长也不支持教学方式的改变。虽然这项研究确认了以考试为导向的系统中众所周知的挑战,但强调了一个关键点,即可能采用的寓教于乐是围绕现有教学法构建的。此外,还需要创造无缝的正式-非正式教育游戏来丰富数学教育。
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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