通过玩数学电子游戏来激励和学习

Daisyane Barreto, L. Vasconcelos, M. Orey
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引用次数: 33

摘要

目的:随着电子游戏成为休闲和学习的来源,教育工作者和研究人员都对理解儿童将玩电子游戏作为一种学习方式的动机感兴趣。本研究探讨了学生在游戏《企鹅俱乐部》中玩两款数学电子游戏的动机和参与程度。方法:这是一个定性的案例研究,在北美小学课外活动进行。它涉及两个8岁和9岁的孩子玩数学游戏。本研究的数据来源包括采访、观察和游戏录像
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children’s motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game Club Penguin. Method: This is a qualitative case study conducted in a North American elementary school after-school program. It involves two children ages eight and nine playing math games. Data sources in this study include interviews, observations and video recordings of game
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