智能表:教学数学概念的虚拟环境-连续体

Justus N. Nyagwencha, Cheryl D. Seals
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引用次数: 0

摘要

由于技术在加强和维持我们在教育和卫生等参与领域的日常活动方面发挥着至关重要的作用,因此我们有必要制定技术教学方法,使学生能够像在其他生活领域那样参与和愉快。根据statista.com的基础研究显示,人们(学生)平均花费2.5个小时在社交媒体和游戏网站上,这表明他们可以通过游戏和吸引他们大部分注意力的在线兴趣来获得知识和技能。因此,在技术表面上复制课堂讲座来教授科学概念可能是一个更好的选择,然而,它作为一种合适的教学方法的可行性尚未得到充分的调查。为了确定多平台环境作为教学工具的可行性,本文报告了通过虚拟游戏实践获得的基于能力的学习技能。本研究以基于智能技术开发的教育软件游戏“智能桌”为实验对象,对K-12师生的可用性体验进行了研究。主要研究目的是提高学生学习数学概念的动机。大多数用户的反馈非常赞成这一想法,他们自我报告的计算机读写能力得分为4.5分(李克特评分为5.0分)。此外,相当多的人同意K-12学生通过互动实践活动比传统学习能学得更好。这款游戏的李克特评分为5.0,并不糟糕或令人沮丧,70%的用户认为它是一种教学工具。因此,SMART Table(基于开放数据协议的响应式界面)是一种创造性的方式,在促进课堂乐趣的同时获得对概念的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SMART Table: Virtual Environment for Teaching Mathematical Concepts - Continuum
Since technology performs a vital role in enhancing and maintaining our daily activities in areas of engagements i.e. education and health, it is necessary that we develop technological pedagogical methods that are engaging and enjoyable to students as witnessed in other spheres of life. According to statista.com, basic research reveals that people (students) spend an average of 2.5 hours on social media and on gaming sites, an indication they can be empowered with knowledge and skills through gaming and online interests that attract most of their attention. Therefore, the replication of a classrooms lecture on a technological surface to teach scientific concepts can be a better option, however, its viability as a suitable pedagogical method has not been investigated fully. To determine the viability of a multiplatform environment as a teaching tool this paper reports competency-based learning skills acquired through a practicum virtual game based research findings. The research experiment was conducted on an educational software game created on smart technology, the Smart Table and the usability experience from K-12 teachers and students reported. The main research objective was to increase student motivation for learning mathematics concepts. Feedback from the majority of users with a self-reported score of 4.5 on a 5.0-point Likert for being computer literate were highly favourable of the idea. Further a highly significant number agree that K-12 students can learn better through interactive hands on activities than through traditional learning. The game had a highly significant score on a 5.0 Likert scale for not being terrible or frustrating and satisfaction with seventy percent approval of users likely to use if availed as a teaching tool. Consequently, the SMART Table (responsive surface based on, Open Data Protocol) is a creative way of promoting fun in the classroom while gaining an understanding of concepts.
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