教育电子游戏和学生的游戏参与

Mido Chang, M. Evans, Sunha Kim, K. Deater-Deckard, A. Norton
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引用次数: 9

摘要

为iOS平台(主要针对ipad)开发的[数学应用程序]是一款教育电子游戏(EVG),旨在帮助学生理解分数,从而促进代数准备。在处理分数时,大多数美国五年级学生只依赖部分整体概念,阻碍了高年级学生对代数的发展。使用准实验设计,研究人员记录了理论和基于证据的方法来设计、开发和试验代数准备的EVG。我们对evg的研究和开发是基于参与理论——认知、行为和情感领域——已知可以促进学习。在这项研究中,我们报告了游戏粘性水平因学习者的性别、先前的数学表现能力和游戏量而异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Educational Video Games and Students' Game Engagement
The [Math App], developed for the iOS platform (primarily targeting iPads), is an educational video game (EVG) intended to support students' understanding of fractions and thus promote algebra-readiness. In working with fractions, most fifth grade students in the U.S. rely on part-whole conceptions alone, inhibiting development toward algebra in higher grades. Using a quasi-experimental design, investigators document the theoretical and evidence-based approach to designing, developing, and piloting an EVG for algebra readiness. Our research and development of EVGs is grounded in theories of engagement - cognitive, behavioral, and affective domains - known to facilitate learning. In this research, we report the game engagement levels differed by learner's gender and prior ability in mathematics performance, and the amount of gameplay.
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