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More than just fun and games

机译:不仅仅是娱乐和游戏

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摘要

The objective of this preliminary study is to investigate whether educational video games can be integrated into a classroom with positive effects for the teacher and students. The challenges faced when introducing a video game into a classroom are twofold: overcoming the notion that a "toy" does not belong in the school and developing software that has real educational value while stimulating the learner. We conducted an initial pilot study with 39 second grade students using our mathematic drill software Skills Arena. Early data from the pilot suggests that not only do teachers and students enjoy using Skills Arena, students have exceeded our expectations by doing three times more math problems in 19 days than they would have using traditional worksheets. Based on this encouraging qualitative study, future work that focuses on quantitative benefits should likely uncover additional positive results.
机译:初步研究的目的是调查教育视频游戏是否可以集成到教室和学生积极影响的课堂上。在将视频游戏引入教室时面临的挑战是双重的:克服“玩具”在学校和开发的软件中具有真正的教育价值的思想,同时刺激学习者。我们使用我们的数学钻探软件技能竞技场与39名二级学生进行了最初的试验研究。来自飞行员的早期数据表明,教师和学生不仅可以使用技能竞技场享有享受,学生已经超出了我们在19天内的数学问题的三倍超出了我们的期望,而不是使用传统的工作表。基于这一令人鼓舞的定性研究,未来的工作侧重于定量效益,可能会发现额外的积极成果。

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