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1.
The present paper explores social and cognitive considerations in the context of a computer-game microworld or learning culture environment. Forty-one boys and 57 girls, aged 8 to 12 years (Grades 4, 5, and 6) were observed playing a computer game called Phoenix Quest. This computer game, featuring an adolescent female protagonist, is an interactive, mystery-adventure with embedded language and mathematics activities. The issues discussed include (a) the development of a computer game learning culture or microworld, (b) interdependence in the process of learning social skills, (c) computer game-playing strategies, (d) gender differences in computer-game play, and (e) mathematics concepts explored in the Phoenix Quest environment. These findings not only contribute to the understanding of how students create and shape a microworld around a computer game like Phoenix Quest, but also indicate some of the inherent teaching and learning limitations of educational software when the guidance of a teacher is absent.  相似文献   

2.
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students’ academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real game-playing scores of an elementary school students in Turkey. First, researchers selected a single-player strategy game. Second, the selected game was given to 105 fifth-grade students, who had not played it before, so that they could play it over a 30-minute period. The most successful student of the group finished the 23rd level of the game and collected 8152 points in total. In order to investigate the correlation between strategy game performance and academic performance, researchers derived the students’ average exam scores for six different courses (mathematics, physical science, science and technology, visual arts, music, and social sciences) from official documents. At the end of the study, it was found that participants’ mathematical or physical science skills were positively correlated with game success; however, a negative relationship was not exists between an individual's computer game success and academic performance.  相似文献   

3.
This article describes a case study of six girls' experiences with the Phoenix Quest computer game. In addition to the case study, a supplementary large-scale study of the reactions of both boys and girls to the same computer game was conducted for comparative analysis. Phoenix Quest (PQ) was designed not only to encourage children to explore language and mathematics, but also to offer game features that would especially appeal to girls. Participants in the case study were given opportunities to become acquainted with PQ for several months before being observed and interviewed. Four issues that emerged as being important to the participants were (a) presentation of the story in a non-linear format, (b) appreciation for the problem-solving elements of PQ, (c) identification with the main character (female), and (d) lack of awareness of the mathematics embedded within the game. The findings provided evidence that PQ appealed to girls because the protagonist was of their age and gender, and because the puzzles and searches were engaging throughout the game. Some aspects of the game, however, were less successful; for instance, the non-linear story format was disconcerting to all but one of the participants, and only one student identified the mathematics in the game structure. The large-scale study involved 41 boys and 57 girls, aged 8-12, from four junior school classes (Grades 4, 5 and 6). The aggregate data collected showed that more girls than boys used the postcard-writing feature of PQ and appreciated following the adventures of a female protagonist. More boys than girls were reported to offer advice to other students, discuss the game during their free time, and observe others playing the game. Some boys even formed groups to exchange information and game-playing strategies. Also, more boys than girls recognised the mathematics embedded within the game. Although these studies did not focus on teacher-student interaction, the finding that more than 25% of participating students were not able to identify the mathematics embedded in PQ, supports supplementary instruction on the part of a teacher as a requirement for making the mathematics more salient. Further research to address this issue is strongly recommended. Both the case study and the large-scale study revealed that among computer games, PQ's uncommon approach of celebrating and challenging a female protagonist is important to girls. This does not suggest that the presentation of a female protagonist will discourage boys from playing and enjoying the game. On the contrary, our findings showed that boys were also engaged by PQ, a game that encourages cooperative play and group problem-solving. In the realm of computer games, gender identification plays a key role, in first capturing the attention of girls, and then sustaining their interest, enjoyment and participation.  相似文献   

4.
招聘与录用课程是人力资源管理专业的一门核心课程,具有较强的实践性,单一的课堂讲授法并不能满足学生需求。游戏化学习在移动互联网时代作为一种新型学习方式正越来越受到人们的重视,将游戏化学习引入招聘与录用课程符合时代需要。通过剖析游戏化学习的发展现状和实施的意义,分析游戏化学习的应用条件,创新和设计游戏化学习新模式,认为在实施游戏化教学时应该把握好游戏与课程的融合度、充分了解学生需求、完善游戏规则和注重游戏的长期激励性。  相似文献   

5.
In this paper, we describe findings from a three-year evaluation of a well-developed mathematics professional development program that is commercially available on a wide scale. The professional development is designed to improve teachers' mathematical knowledge for teaching and to enable them to elicit more student thinking and reasoning during mathematics lessons. Specifically, it focused on helping teachers (a) learn more mathematics, (b) understand how children learn math, (c) use formative assessment to develop insight into what specific students know and do not know, and (d) develop effective classroom instructional strategies that enable student problem solving. Participants included 105 fourth- and fifth-grade teachers teaching in 19 low-income schools within a single district. Teachers were randomly assigned within schools either to a “business as usual” control group or to receive the professional development. The training consisted of a week-long summer institute and four to six in-service days during the school year. The training was run by full-time trained associates. We find some limited evidence of positive impacts on teachers' mathematical knowledge for teaching, but no effects on instructional practice or student outcomes.  相似文献   

6.
The ubiquity of mobile devices together with its potential to bridge classroom learning to real-world has added a new angle to contextualising mathematics learning. This study investigated the effects of using mobile technologies to students’ attitudes and achievement. A quasi-experimental mixed method design was adopted. Participants were 52 Primary 6 and 7 students. The experimental group participated in a weekly mobile-supported, collaborative learning activities spanning over three months. A no treatment control group was adopted. The experimental group have positive perception of the activities evidenced by student interviews and end activity evaluations. Students’ attitude to mathematics, as assessed by a mathematics attitude inventory, found no significant change for both groups except for the significant decline in enjoyment for the control group. A t test of the gain score between group showed a significant difference, t(43) = 4.57, p = 0.005, ES = 0.89 which indicates that the experimental group had higher gains than the control group. These results indicate that the use of mobile technologies elicit positive responses from students both in terms of how they perceive the mobile activities and how it improved their performance but its’ effect on students attitudes towards mathematics will need to be further investigated. Some implications of the findings are discussed.  相似文献   

7.
This study explores how textbooks function in education. It asked whether opportunities provided in math textbooks to engage in tasks demanding different levels of understanding correlate with students’ achievements on tasks demanding equivalent levels of understanding on a standardized exam. The textbooks evaluated were two 8th grade mathematics textbooks used by students in the Arab community in Israel, showing that Textbook A makes more cognitive demands than Textbook B. The study correlated textbooks’ cognitive demand with the scores of all 8th grade students in the Arab community who completed the national math test in 2015 and studied in schools using either Textbook A or B (N = 4040), while attending to mediating variables. The findings show that if a textbook provides the opportunity to engage in tasks demanding higher levels of understanding, students using this book will have higher scores. The study shows that gender and SES play an important role in how opportunities provided in textbooks interact with students’ scores. Many factors influence variations in mathematics achievements within and between nations. The findings illuminate textbooks’ ability to provide opportunities to learn mathematics. As a result, they raise new questions about how teachers use textbooks and about the role of textbooks in promoting access and equity in mathematics education. Although the work explored specific textbooks, its findings shed light on how learning opportunities relate to achievements more generally.  相似文献   

8.
This study examined the effects of using an online flexible educational game on students’ attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game’s effectiveness on changing students’ attitude. The participants of the study were 79 students who were randomly assigned to a control and treatment group, as well as four coordinator teachers. The game was configurable and it was used as a supplementary teaching method. The intervention lasted 14 weeks and the data collection was based on quantitative measures and interviews. The results of the analysis indicated that the game approach was effective on improving students’ attitude towards mathematics and that it also resulted in better learning outcomes in the treatment group as compared to that of the control group. Furthermore, it was shown that the gender of the students did not influence the positive effect of the game on students’ attitude. These results suggest that the incorporation of flexible games into the traditional teaching of mathematics could possibly bring beneficial effects.  相似文献   

9.
Students who are highly anxious about mathematics-related activities generally exhibit lower mathematics achievement and motivation compared to their less anxious counterparts. Despite negative implications of mathematics anxiety (MA) on mathematics learning, there is a paucity of research examining how MA develops over time. Using the Longitudinal Study of American Youth dataset (N = 3116), the present study investigated two main questions regarding the development of MA in secondary school: (1) Is the development of MA characterized by a heterogeneous subset of growth trajectories? (2) How are time-varying personal and environmental factors (e.g., mathematics achievement; perceptions of math teachers) related to specific MA growth trajectories? Student MA was repeatedly assessed in six annual waves spanning across middle and high school. Using growth mixture modeling, we identified four growth trajectories of MA: (1) The non-anxious group that exhibited chronically low MA; (2) The highly anxious group which displayed moderately high MA over time; (3) The resilient group that exhibited high initial MA that steadily decreased over time; and (4) The vulnerable group that reported low initial MA that drastically increased over time. In addition, significant differences in the development of mathematics achievement, personality hardiness, and perceptions of mathematics teachers were found in these four MA groups. Findings highlight heterogeneity in the development of MA, identify middle school as a critical period for MA development, and emphasize the importance of examining developmental changes in cognitive, personality, and environmental factors to help clarify distinct MA trajectories across middle and high school.  相似文献   

10.
Few students (particularly few girls) currently choose to take their Final School Examination (FSE) in advanced mathematics, chemistry and physics, a combination of subjects that is the best preparation for a science‐oriented study in higher education. Are these subjects attainable by more students than is currently the case? This study examined 6033 students in upper secondary education, including 720 students who took their FSE in advanced mathematics, chemistry and physics. The results show that the latter group (and in particular the girls in that group) had higher scores on math ability than students who chose other examination subjects. Regression analyses demonstrated the relative importance of math ability and achievement motivation for attainment in these science subjects. However, an expected positive effect of homework time as well as possible mediating and moderating effects of the predictors could not be confirmed.  相似文献   

11.
随着科学技术的发展,尤其是计算机技术的发展,数学的应用愈来愈广泛。那么在大学里教数学,我们应该如何进行教学?笔者认为,作为数学老师,不仅要给学生介绍数学的重要成果和应用的方法,更重要的是介绍数学的思想,启发学生进行学习。  相似文献   

12.
This study was designed to determine the effect of contextualized advisement and competition on transfer of mathematics skills in a computer-based simulation game in which participants helped their “aunt and uncle” fix up a house. Contextualized advisement referred to whether the participant had access to video-based advisement delivered by the aunt and uncle about how to solve the problem, and competition referred to whether or not the participant was playing against a computer character. A total of 123 seventh-and eighth-grade students were randomly assigned to one of five conditions formed by crossing the two independent variables and adding a control group. Results indicated an interaction between competition and contextualized advisement. Participants in the noncompetitive condition had higher transfer scores when they had access to contextualized advisement, while participants in the competitive condition had higher transfer scores when they had no access to contextualized advisement.  相似文献   

13.
Computing is anticipated to have an increasingly expansive impact on the sciences overall, becoming the third, crucial component of a “golden triangle” that includes mathematics and experimental and theoretical science. However, even more true with computing than with math and science, we are not preparing our students for this new reality. It is appropriate and compelling therefore to consider how computer science can be fundamentally integrated into science education. This study is a ten-year review (1998–2008) of the Journal of Science Education and Technology, with the following research questions in mind: What are the intersections at the K-16 level between science and computing? What do K-16 science educators already know about the newly emerged field, computational science?  相似文献   

14.
Abstract

As technology has spread in schools, we know little about how technology mediates the performance of primary-aged students and their engagement in mathematics. Given the well-established link between achievement and engagement, understanding the impact of technology on engagement can inform practice. This study examines how technology might impact second graders’ engagement in mathematics using IXL, a math intervention administered on the iPad, as compared to a traditional paper–pencil approach. Although there was not a statistically significant difference in the pre–post student engagement surveys, the teacher focus group described increased student independence using technology and found it easier to differentiate and provide corrective feedback, while helping students build fluency.  相似文献   

15.
The aim of this study is to describe and explore how instant messaging (IM) can be used to support informal math coaching. We have studied two projects where university students use IM to coach K-12 students in mathematics. The coaches were interviewed with a focus on how informal coaching works by examining coaching challenges, how coaching can be organized, whether coaching should be anonymous or personal, which tools can be used and how informal math coaching supports learning. Research shows that generating and answering questions are important in the process of understanding and learning, which means that both the students and the coaches can learn math through this type of project. The coaches perceive informal math coaching as complementing online math forums. For students to learn effectively, the coaches need to be able to interpret the students' competence level in order to coach on a level that is within their development zone. It seems particularly challenging to coach at the right level when using IM and, therefore, it is important to establish a personal relationship with the students.  相似文献   

16.
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6–8, from two schools in rural southwest Virginia. Over a nine-week period, [The Math App] was deployed as an intervention for investigation. Students were assigned to game intervention treatment, and paper-and-pencil control conditions. For the game intervention condition, students learned fractions concepts by playing [The Math App]. In the analysis, students’ mathematical proficiency levels prior to the intervention were taken into account. Results indicate that students in the game intervention group showed higher mathematics proficiency than those in the paper-and-pencil group. Particularly, the significantly higher performances of intervention groups were noted among 7th graders and inclusion groups. The empirically derived results of the reported study could contribute to the field of educational video game research, which has not reached a consensus on the effects of games on students’ mathematics performance in classroom settings.  相似文献   

17.
Academic growth constructs, such as growth mindset and various forms of growth goals, have been of substantial focus in psycho-educational research. Recent research has sought to identify how such growth constructs are inter-related, finding that an underlying growth orientation (comprised of growth mindset, self-based growth goals, and task-based growth goals) was cross-sectionally associated with more positive outcomes for students. However, for such a construct to have meaningful relevance to education and educational research, it must be associated with actual growth in academic outcomes. Accordingly, using two-wave longitudinal structural equation modeling in a large sample of Australian middle and high school students (N = 2949), we examined the extent to which students’ growth orientation predicted growth in academic outcomes. We hypothesized that students’ growth orientation would be positively associated with gains in students’ mathematics engagement and achievement, while controlling for student demographic covariates (e.g., gender, age) and prior variance in each substantive factor measured one year prior. Results demonstrated that students' growth orientation in mathematics was a significant positive predictor of students' gains in mathematics engagement and achievement, above other sources of influence. Findings are discussed in terms of improving researchers’ understanding of how growth constructs are inter-related and how to promote students’ academic success in mathematics.  相似文献   

18.
International surveys repeatedly showed that Japanese children were good at mathematics but disliking it. We hypothesized there were a considerable number of “fake math-dislikes” among Japanese students who claimed they disliked mathematics explicitly but accepted it implicitly. To examine this hypothesis, we administered questionnaires and paper-based implicit association tests (IAT) to 204 Japanese junior high school students (13–14 years old) and found 38 fake math-dislikes (Study 1). We hypothesized further that those fake math-dislikes would become real math-dislikes eventually and that informing of their implicit attitude toward mathematics might work preventing this undesirable transition. Then, in Study 2, we randomly assigned them into experimental and control groups and informed only the experimental students of their positive implicit attitude toward mathematics we revealed with the IAT. One year later, we found 15 of the 16 experimental students improved their math achievement scores while only 9 of the 17 control students did. The simple practice of informing of their implicit attitude worked effectively for improving their math achievement. As hypothesized, it prevented the fake math-dislike students from turning into real math-dislikes.  相似文献   

19.
This study examined how parents supported children’s writing and math and whether parents’ support predicted children’s academic skills from the beginning of pre-kindergarten to the end of kindergarten. Two hundred ten Chilean parents from low-income households were observed playing a grocery game with their preschoolers (M = 53 months). The grocery game (a game where dyads make a grocery list together and shop at a pretend store) could be used to foster writing and mathematics. Coders noted how often parents engaged in writing support, provided math support, and displayed directiveness (i.e., taking over the child’s activity). Children’s literacy and math skills were assessed at the beginning of pre-kindergarten and the end of kindergarten. Research Findings. Parents engaged in little writing support but displayed moderate levels of math support and high levels of directiveness in the grocery game. Parents’ math support uniquely predicted gains in children’s math skills, while parents’ directiveness negatively predicted gains in children’s literacy skills. Practice or Policy. Results from this study have the potential to inform parent-focused interventions. Findings highlight the need to provide parents with specific strategies to support their children’s literacy and math development and guidance about embedding these strategies into family routines.  相似文献   

20.
Analyzing and designing productive group work and effective communication constitute ongoing research interests in mathematics education. In this article we contribute to this research by using and developing a newly introduced analytical approach for examining effective communication within group work in mathematics education. By using data from 12 to 13-year old students playing a dice game as well as from a group of university students working with a proof by induction, the article shows how the link between visual mediators and technical terms is crucial in students’ attempts to communicate effectively. The critical evaluation of visual mediators and technical terms, and of links between them, is useful for researchers interested in analyzing effective communication and designing environments providing opportunities for students to learn mathematics.  相似文献   

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