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A Study of 2nd Grade Students' Attitude on a Mathematics Game

机译:小学二年级学生数学游戏态度研究

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摘要

This study investigated students' attitudes on the mathematics game Arithmetic Climbing. In this game, players are required to calculate numbers in a strategic fashion to move their tokens to the destination faster than their opponents. Twenty six second grade students played the game for forty minutes once a week for four weeks. A questionnaire for students' mathematics attitudes and a questionnaire for students' attitudes toward Arithmetic Climbing game were applied in this study. The students' mathematics attitude questionnaire included three variables: cognition, affection, and behavior. It was conducted with pretest/posttest design. The students' attitudes toward Arithmetic Climbing game questionnaire included four variables: pedagogy, game, society, and system. The results show that students had high cognition and behavior but poor affection on mathematics. There were significant differences between pretests and posttests for cognition, affection, and behavior. The experimental results also show that Arithmetic Climbing game is a well designed digital game-based learning program with both high "education" and "entertainment" ingredients. The students have positive attitudes on Arithmetic Climbing game regarding pedagogy, game, society, and system.
机译:这项研究调查了学生对数学游戏“算术攀登”的态度。在该游戏中,要求玩家以战略方式计算数字,以将其代币比其对手更快地移动到目的地。二十六名二年级学生每周玩一次游戏四十分钟,时间为四十分钟。本研究采用了学生的数学态度问卷和学生的算术攀爬游戏态度问卷。学生的数学态度问卷包括三个变量:认知,情感和行为。它采用前测/后测设计进行。学生对算术攀爬游戏问卷的态度包括四个变量:教学法,游戏,社会和系统。结果表明,学生对数学的认知和行为能力较高,但对数学的影响较弱。测验前和测验之间在认知,情感和行为方面存在显着差异。实验结果还表明,算术攀爬游戏是一种设计良好的基于​​数字游戏的学习程序,具有很高的“教育”和“娱乐”成分。在教学法,游戏,社会和系统方面,学生对算术攀爬游戏持积极态度。

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