Using Serious Games to Teach Preschool Addition and Subtraction: The Difference Between Two Kinds of Embodied Interactive Games

Guodong Yang, Yuanyuan Chen, Yayi Chen, Ziping Fan, Hao Zhang, Xiaodong Wei
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Abstract

According to the theory of embodied cognition, the body is an important participating factor in the learning process, and learning can be promoted through the interaction and feedback between the body and the environment. In this study, two kinds of embodied interactive serious games, namely a somatosensory-interactive game and a touch-interactive game, were designed and developed by taking the example of children's “Learn to add and subtract within 10”. Through serious games, children use physical behaviors to learn the addition and subtraction of numbers in the educational virtual environment created by games and use the intrinsic motivation of games to achieve educational purposes. This study evaluated the actual effects of two kinds of embodied interactive serious games through quasi-experimental research. The study investigated the differences of intrinsic motivation, self-efficacy, and academic performance of 60 children in two different embodied games. Through data analysis, the results show that in the two serious games, the learning method of using somatosensory-interactive game can produce stronger intrinsic motivation and also has better feedback on some aspects of academic performance, but there is no significant difference in self-efficacy. The experimental group with high intrinsic motivation achieved better results than the control group with low intrinsic motivation.
运用严肃游戏进行学前加减法教学:两种具身互动游戏的差异
根据具身认知理论,身体是学习过程中的重要参与因素,通过身体与环境的互动和反馈,可以促进学习。本研究以儿童“10以内学会加减法”为例,设计开发了两种具身互动严肃游戏,即体感互动游戏和触摸互动游戏。儿童通过严肃的游戏,在游戏所创造的教育虚拟环境中,运用身体行为来学习数字的加减运算,利用游戏的内在动机来达到教育目的。本研究通过准实验研究,对两种具身互动严肃游戏的实际效果进行了评价。研究了60名儿童在两种不同的具身游戏中内在动机、自我效能感和学习成绩的差异。通过数据分析,结果表明,在两种严肃游戏中,使用体感互动游戏的学习方法可以产生更强的内在动机,在学业成绩的某些方面也有更好的反馈,但在自我效能感上没有显著差异。高内在动机的实验组比低内在动机的对照组取得了更好的成绩。
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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