促进四年级科学教育:纸质棋盘游戏与电脑棋盘游戏的动态融合

Kah Ching Sim, Mohd Kamal Othman
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引用次数: 0

摘要

本研究探讨了利用纸质游戏和电脑棋盘游戏以及协作学习来提高科学学习效果的问题,48 名四年级学生(24 名男生和 24 名女生)参加了这项研究。本研究采用混合方法,结合定量(前测、后测、问卷)和定性(课堂观察、访谈)数据,调查这两种教学方法的独特优势。与协作学习的电脑棋盘游戏相比,协作学习的纸质棋盘游戏(CL)对学习成绩、学习动机和社交互动的影响最大。研究表明,对于使用协作学习(CL)为青少年学生创造引人入胜的科学学习体验的教育工作者来说,纸质棋盘游戏可能是一种更有效的工具。此外,在学习成绩方面没有观察到明显的性别差异。我们建议通过更广泛、更多样的样本、纵向研究以及在不同情境下的探索开展进一步的研究,以拓宽对这些方法在不同环境和学习目标下有效性的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Boosting Year 4 Science Education: A Dynamic Blend of Paper-Based and Computerized Board Games
This study examines using Paper-Based and Computerised Board Games with collaborative learning to enhance science learning involving 48 Year 4 participants from National-Type Chinese Primary Schools (24 Male and 24 Female). The study utilises a mixed-methods approach combining quantitative (pre-tests, post-tests, questionnaires) and qualitative (classroom observations, interviews) data to investigate the unique strengths of these pedagogical approaches. Paper-based Board Games with Collaborative Learning (CL) showed the most substantial impact on academic performance, motivation, and social interaction compared to Computerised Board Games with collaborative learning. The research suggests that paper-based board games might be a more effective tool for educators using CL to create engaging learning experiences in science for young students. Additionally, no significant difference between genders was observed in the learning scores. Further research with more extensive and diverse samples, longitudinal studies, and exploration in different contexts are recommended to broaden the understanding of these methods' effectiveness across various settings and learning goals.
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