改编的数字多米诺骨牌游戏:向孩子们教授乘法

IF 0.2 Q4 PSYCHOLOGY, MULTIDISCIPLINARY
Silvia Regina De Souza, Gabriele Gris, Jonas Gamba, Maria Luiza F. da Rocha, João dos Santos Carmo
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引用次数: 0

摘要

开发和评估额外的数学教学工具,如游戏,有助于提高学生的参与度,从而提高他们的表现。这项研究评估了一种基于刺激等价范式的改编数字多米诺骨牌游戏的效果,该游戏是为教授数字(A)、点集(B)之间的关系以及数字乘法运算(C)和比例格式(D)而开发的。五名在解决乘法运算方面表现不佳的儿童参加了此次活动。在Pretest中评估了数字命名技能、集合命名技能和乘法运算。然后,教授ABBA、ACCA和DCCD关系,并测试BCCB、ADDA和DBBD关系。在整个研究过程中进行了探测。分类的行为记录评估了游戏的可用性和参与度。所有参与者都学习了所教授的关系,并展示了测试关系的出现,以及两种形式和三种不同位置的未知操作的正确答案百分比的增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adapted digital domino game: Teaching multiplication to children
Developing and evaluating additional tools for teaching Mathematics, such as games, can contribute to improving student engagement and, consequently, their performance. This study evaluated the effects of an adapted digital domino game, based on the stimulus equivalence paradigm, developed for teaching relationships between numerals (A), sets of dots (B), and multiplication operations with numbers (C) and in a scale format (D). Five children with low performance in solving multiplication operations participated. Numeral naming skills, set naming skills, and multiplication operations were assessed in the Pretest. Then, ABBA, ACCA, and DCCD relationships were taught and BCCB, ADDA, and DBBD relationships were tested. Probes were performed throughout the study. Categorized behavior records assessed usability and engagement in the game. All participants learned the relationships taught and showed the emergence of the tested relationships, and an increase in the percentage of correct answers for the operations in the two formats and with unknowns in the three different positions.
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来源期刊
Revista CES Psicologia
Revista CES Psicologia PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
0.90
自引率
25.00%
发文量
33
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