The Potential of Rich Digital Game-Based Learning Environments to Promote Low-Achieving Students' Participation in Mathematics

Orit Broza, Y. Kolikant
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引用次数: 2

Abstract

This study focuses on the interactions between students, their peers, their teacher, and digital game-based multiple supports provided by a rich learning environment designed in order to promote meaningful mathematics among low-achieving students. Attempting to identify which aspects of the setting facilitated meaningful learning and which were ineffectual or even detrimental to it, the authors traced the knowledge building processes of 11 fifth grade LAS over eight weeks in which they studied subtraction of decimal numbers. Pre- and post-program data were also collected through diagnostic interviews. Microanalysis of lesson transcripts, videotaped computer activities, and individual worksheets revealed differences in tool-use and in interactions among supports, which led to different learning results. The results suggest that digital game-based learning environments may be a key to promote meaningful learning in terms of mathematical strategy building. At the same time, it highlights the complexity of each tool in the environment as well as interactions among tools.
丰富的数字游戏学习环境促进低能学生参与数学学习的潜力
本研究的重点是学生、他们的同伴、他们的老师之间的互动,以及由丰富的学习环境提供的基于数字游戏的多重支持,旨在促进低年级学生的有意义的数学。为了确定环境的哪些方面促进了有意义的学习,哪些方面是无效的,甚至是有害的,作者追踪了11名五年级学生在八周内学习十进制减法的知识构建过程。通过诊断性访谈也收集了项目前后的数据。对课堂记录、电脑活动录像和个人工作表的微观分析揭示了工具使用和支持之间互动的差异,这导致了不同的学习结果。结果表明,基于数字游戏的学习环境可能是促进数学策略构建方面有意义学习的关键。同时,它突出了环境中每个工具的复杂性以及工具之间的相互作用。
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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