大学生微积分的数字游戏

Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo
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引用次数: 0

摘要

本研究有两个目标:第一,研究使用数字游戏教授本科水平微积分在提高任务沉浸感、控制感、计算技能和概念理解方面的有效性;第二,研究反馈和视觉操作如何促进对微积分材料的概念理解。132名本科生参加了一项受控的实验室实验,他们被随机分配到玩游戏的条件下,练习测验的条件下,或者没有治疗的控制条件下。作者收集了游戏过程中服务器记录的调查数据和行为追踪数据。结果显示,玩数字游戏的学生报告了最高的任务沉浸感,但没有控制感。与解决练习测验的学生和对照组相比,游戏组的学生在概念理解方面的表现也明显更好。游戏行为追踪数据被用来检验视觉操作和反馈对概念理解的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Digital Game for Undergraduate Calculus
This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.
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