Enhancing M Enhancing mathematics problem-solving skills in AI-driven environment: Integrated SEM-neural network approach

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL
Anass Bayaga
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引用次数: 0

Abstract

This study explores the nexus of gamification, artificial intelligence (AI), and mathematics cognition. Sample size of 71 responded in an intervention using game-based learning (GBL) approach. The purpose of designing the GBL was to enhance computational thinking and mathematical skills. The research employed multigroup partial least squares structural equation modelling (MGA-PLS-SEM) and artificial neural networks (ANN) through multilayer perceptron (MLP) as data analysis technique. The findings showed significant positive influence on class engagement, attitudes toward mathematics, as well as student performance. The analysis also revealed gender-related variations, which affirmed the model's consistency across diverse groups. The study validated the hypothesis and consequently advocated for the transformative potential of gamification, in preparation of 21st-century learners for AI-driven digital landscape. The implications are to ensure the integration of gamified elements into educational strategies, benefiting educators, curriculum developers, and policymakers resonating strongly for educators, curriculum developers, and policymakers.
在人工智能驱动的环境中提高数学解题技巧:SEM-神经网络综合方法
本研究探讨了游戏化、人工智能(AI)和数学认知之间的联系。71个样本对基于游戏的学习(GBL)方法进行了干预。设计 GBL 的目的是提高计算思维和数学技能。研究采用了多组偏最小二乘结构方程模型(MGA-PLS-SEM)和多层感知器(MLP)人工神经网络(ANN)作为数据分析技术。研究结果表明,数学教学对学生的课堂参与度、数学学习态度和学习成绩都有明显的积极影响。分析还揭示了与性别有关的差异,这证实了该模型在不同群体中的一致性。这项研究验证了假设,并因此倡导游戏化的变革潜力,为 21 世纪的学习者做好准备,迎接人工智能驱动的数字时代。研究的意义在于确保将游戏化元素融入教育战略,使教育工作者、课程开发人员和政策制定者从中受益。
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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CiteScore
7.80
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0.00%
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