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Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces

机译:在App Marketplace中评估移动数学游戏的教学质量

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The number of available educational games has enormously grown and it is difficult for users to identify which games are pedagogically effective among the multitude of options in app marketplaces. Recent studies on math games have highlighted the importance of (1) linking learning attributes and gameplay and (2) game design that supports students' deliberate practise. Using these as a measure for pedagogical quality, we investigated 109 math games found on Google Play Store (n=61) and iOS App Store (n=48). Furthermore, monetization solutions, data use permissions, target age group and type of mathematical content were retrieved from the apps. The analysis showed that only 11,0% of the games integrated learning attributes with gameplay and 12,0% of the games contained tasks which support learners' deliberate practice. The most commonly featured math subject was arithmetic and the games were targeted mostly to early childhood (6–12 years). Finally, games following curricula content and recommended design principles were difficult to locate using the search tools of the app marketplaces.
机译:可用的教育游戏数量已经大大增加,用户很难在应用程序市场的众多选择中确定哪些游戏在教学上是有效的。关于数学游戏的最新研究强调了(1)将学习属性和游戏玩法联系起来以及(2)支持学生刻意练习的游戏设计的重要性。使用这些作为衡量教学质量的指标,我们调查了在Google Play商店(n = 61)和iOS App Store(n = 48)上找到的109个数学游戏。此外,还从应用程序中检索了货币化解决方案,数据使用权限,目标年龄段和数学内容的类型。分析表明,只有11%的游戏将学习属性与游戏玩法结合起来,而12%的游戏包含支持学习者有意练习的任务。最常见的数学主题是算术,游戏主要针对幼儿(6至12岁)。最后,遵循课程内容和推荐设计原则的游戏很难使用应用程序市场的搜索工具进行定位。

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