Towards a new generation of digital games designed with the basics of psychological theories to improve primary school pupils’ psychological and technical skills in learning arithmetic

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Karima Boussaha , Samia Drissi , Abdelhafid Rahab , Khelifa Khelifi Touhami , Charef Eddine Abdelaziz Tayeb Boudraa
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引用次数: 0

Abstract

Recent studies have shown that pupils learn more effectively through play, which inspired us to design an educational digital game aimed at enhancing their arithmetic performance. This paper addresses various skills, focusing on psychological skills derived from the learning challenges identified by psychologist Jean Piaget. We proposed key skills such as motivation, initiative, engagement, concentration, and behavioral management among pupils. Additionally, we identified technical skills related to arithmetic, including calculation speed, accuracy rate, and overall learning achievement.
We developed “GAME-calcul,” an innovative digital game for primary school pupils to help them overcome common difficulties in learning arithmetic. The main contribution lies in incorporating Piaget’s cognitive development theory into the game’s design, facilitating various arithmetic operations through an engaging and effective approach.
To investigate the short and long-term impacts of this Piagetian game on both technical and psychological skills, we conducted an experiment using a hybridization between quantitative and qualitative approaches. The quantitative approach aimed to confirm the game’s positive effects on pupils’ technical skills. For this goal, we selected forty-five (45) pupils, dividing them into three groups: a control group that learned arithmetic using traditional methods, a first experimental group that engaged with the “Finger Fun Math” game designed for first-year pupils, and a second experimental group that used the “Sabstracto” game intended for second-year pupils. The two proposed games accommodate the characteristics of the preoperational and concrete operational stages of a child’s cognitive development identified by psychologist Jean Piaget.
We employed Multivariate Analysis of Variance “MANOVA” and “Post Hoc Levene” tests to analyze the performance of the three groups before and after the game integration in the learning activity. The results indicated that pupils using the “Sabstracto” game achieved significantly better outcomes compared to those using the “Finger Fun Math” game and those in the control group.
Equally, the qualitative aspect of the study involved gathering insights from pupils and teachers through interviews and questionnaires, confirming the positive impact of the Piagetian game on pupils’ psychological skills. Overall, the findings demonstrate that integrating these innovative games based on Piaget’s theory positively influences both technical and psychological skills in primary school pupils learning arithmetic.
以心理学理论为基础设计新一代数码游戏,提高小学生学习算术的心理及技巧
最近的研究表明,学生通过游戏更有效地学习,这激发了我们设计一款旨在提高他们算术成绩的教育数字游戏。本文讨论了各种技能,重点关注心理学家让·皮亚杰(Jean Piaget)确定的来自学习挑战的心理技能。我们提出的关键技能,如动机,主动性,参与,集中,和行为管理的学生。此外,我们确定了与算术相关的技术技能,包括计算速度、准确率和总体学习成绩。我们为小学生开发了一款创新的数码游戏“游戏-计算”,帮助他们克服学习算术的常见困难。其主要贡献在于将Piaget的认知发展理论整合到游戏设计中,通过吸引人且有效的方法促进各种算术运算。为了研究这种皮亚杰游戏对技术和心理技能的短期和长期影响,我们使用定量和定性方法的杂交方法进行了一项实验。定量方法旨在证实游戏对学生技术技能的积极影响。为了实现这一目标,我们选择了45名学生,将他们分为三组:使用传统方法学习算术的对照组,第一个实验组使用为一年级学生设计的“手指乐趣数学”游戏,第二个实验组使用为二年级学生设计的“Sabstracto”游戏。这两款游戏都符合心理学家Jean Piaget提出的儿童认知发展的前运算阶段和具体运算阶段的特点。我们采用多元方差分析(MANOVA)和Post Hoc Levene检验来分析三组学生在游戏整合前后在学习活动中的表现。结果表明,使用“抽象”游戏的学生比使用“手指乐趣数学”游戏的学生和对照组的学生取得了明显更好的成绩。同样,研究的定性方面包括通过访谈和问卷调查收集学生和教师的见解,确认皮亚杰游戏对学生心理技能的积极影响。总体而言,研究结果表明,整合这些基于皮亚杰理论的创新游戏对小学生算术学习的技术和心理技能都有积极的影响。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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