Lauren E Decker-Woodrow, Craig A Mason, Ji-Eun Lee, Jenny Yun-Chen Chan, Adam Sales, Allison Liu, Shihfen Tu
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引用次数: 7
摘要
目前的研究调查了三种不同的教育技术的有效性——两种基于游戏的应用程序(From Here to There和DragonBox 12+)和辅助教学中的两种在线问题集模式(即时反馈条件和无即时反馈的主动控制条件)对七年级学生代数知识的影响。来自同一地区九所实体学校和一所虚拟学校的3600多名七年级学生被随机分配到四种条件中的一种。从2020年9月到2021年3月,学生们接受了9次30分钟的干预。对最终分析样本(N = 1,850)的层次线性模型分析显示,使用From Here to There和DragonBox 12+的学生的后测分数明显高于主动控制条件。即时反馈条件没有发现显著差异。这些发现对理解基于游戏的应用程序如何影响代数理解具有启示意义,即使是在流行病对学习的压力下。
The Impacts of Three Educational Technologies on Algebraic Understanding in the Context of COVID-19.
The current study investigated the effectiveness of three distinct educational technologies-two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge. More than 3,600 Grade 7 students across nine in-person and one virtual schools within the same district were randomly assigned to one of the four conditions. Students received nine 30-minute intervention sessions from September 2020 to March 2021. Hierarchical linear modeling analyses of the final analytic sample (N = 1,850) showed significantly higher posttest scores for students who used From Here to There and DragonBox 12+ compared to the Active Control condition. No significant difference was found for the Immediate Feedback condition. The findings have implications for understanding how game-based applications can affect algebraic understanding, even within pandemic pressures on learning.