通过脚手架融合数字游戏式学习优化学生的学习乐趣和参与度

T. S. Mary, B. W. D. Raja
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引用次数: 0

摘要

目的确定融合了支架的数字游戏如何影响小学生对数学的喜爱和参与。研究方法本实验研究以两组小学生为对象。实验组采用支架式融合数字游戏学习法进行教学,而对照组则采用传统方法进行教学。本研究使用的工具包括前后访谈和前后观察。数据分析采用了独立 t 检验、配对 t 检验和单向协方差分析。研究结果结果表明,在 0.01 时,数学学习的乐趣(F = 34.373,P < .05)和参与度(F = 6.498,P < .05)在统计学上存在显著差异。实验组学生的学习乐趣和参与度远远高于对照组。新颖性:随着科技的进步,游戏在当今的数学教育中发挥着至关重要的作用。情感因素,确切地说是情绪,已被广泛认为是促进学习过程中的乐趣和成就的影响因素。参与其中的学习者有动力、有灵感,并渴望在学习中付出努力。关键词脚手架 享受 投入 基于数字游戏的学习
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Optimising Students’ Enjoyment and Engagement in Learning via Scaffolding-fused Digital Game-based Learning
Objective: To determine how a scaffolding-fused digital game impacted primary school students' enjoyment and engagement in Mathematics. Method: This experimental study was carried out with two groups of primary students. The experimental group was taught using the scaffolding fused digital game-based learning, whereas the control group was taught with the conventional method. The instruments used in this study were pre and post-interviews, and, pre and post-observations. The data were analysed using independent t-tests, matched pair t-tests and a One-way Analysis of Covariance. Findings: The results revealed statistically significant differences concerning enjoyment (F = 34.373, P < .05) and engagement (F = 6.498, P < .05) in mathematics learning at 0.01. The enjoyment and engagement of students in the experimental group were much higher than that of the control group. Novelty: As a result of technological advancement, games play an essential role in mathematics education today. Affective factors, precisely emotions, have been widely recognised as influential elements contributing to enjoyment engagement and achievement in the learning process. Engaged learners are motivated, inspired, and eager to put effort into their learning. Keywords: Scaffolding, Enjoyment, Engagemen, Digital game based learning
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