基于对象的TPACK数学纸牌游戏教学设计模型

Olatoye Mukaila Ayinde
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引用次数: 4

摘要

目的:本研究考察了TPACK模型与教师知识类别的关系,如教学方法(内容知识)、课程知识、技术知识和教学知识等。方法/方法论/设计:在设计基于对象的游戏时,讨论了概念分析,以建立内容选择、执行程序和解决问题的方法。在基于对象的游戏模型中识别和使用的模板有模拟游戏模型、管理学习过程等。为了阐明研究中的功能概念和变量,本研究采用了形成性研究。研究发现:游戏是围绕哲学学习理论和游戏过程的教学辅助工具和研究范式的集合。游戏开发的质量取决于资质;例如,精通数学理论及其相互关系,以适应游戏开发的教学概念和创造性思维能力,需要教学技能来识别学习模式。有必要融入自我激励的体验场景,如游戏,这将游戏和活动描述为幼儿在所有学习领域(尤其是数学)最强大的工具。实践启示:本研究对数学教师提出了实践启示。情境化有助于学习者将新想法与先验知识联系起来,本研究提出的模型可以在数学概念教学中得到验证和应用。原创性/价值:为了阐明研究中的功能概念和变量,本研究采用了形成性研究。技术教学和内容知识(TPACK)基于对象的数学卡牌游戏模型被设计为强大而潜在的学习工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Instructional Design Model for TPACK Object-Based Mathematics Card Games
Purpose: This study examined TPACK model as it relates to teacher’s knowledge categories such as methods of teaching subject matter (content knowledge) curriculum knowledge, knowledge about technology and pedagogical know-how etc. Approach/Methodology/Design: Conceptual analysis was discussed to establish content selection, performance procedure and problem-solving while designing an object-based game. Among the templates identified and used for Object-Based Game model are analog game model, managing learning procedure etc. The study adopted formative research in order to elucidate functional concepts and variables within the study. Findings: Games are repertoire of teaching aids and research paradigm which revolves philosophical learning theories and gaming processes. The quality of game developed depends on the qualifications; i.e. proficiency in mathematical theories and their interrelations to suit instructional concepts of game development and creative thinking abilities, pedagogical skills are required to identify learning pattern. There is a need to incorporate self-motivated experience scenes such as gaming, which characterize play and activity as being the young child’s most powerful tool in all areas of learning particularly Mathematics. Practical Implications: The study presents practical implications for teachers of mathematics. Contextualization helps learners to link new ideas to prior knowledge, and the proposed model in this study could be validated and applied in teaching mathematic concepts. Originality/value: The study adopted formative research in order to elucidate functional concepts and variables within the study. Technological Pedagogical and Content Knowledge (TPACK) object-based Mathematic card games model is designed as powerful and potential learning tools.
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