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Transcoding Pattern and Simulation Games in Learning Geometry – A Research in Primary School

机译:在学习几何中的转码模式和仿真游戏 - 小学研究

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The paper, starting from the analysis of Italian students’ difficulties in Maths learnings, presents a quali-quantitative research carried out with some groups of pupils attending the 4~(th) year of the Primary School in Formia (LT), Italy, in the school year 2011/2012. The aim of the research is to verify if the simulation game about the isometries, designed according to a specific theoretic frame and some methodological choices, with particular reference to the transcoding pattern, can: foster and facilitate the learning of geometrical concepts and their retention over time; affect social and scholastic self-efficacy as well as the motivation to learn. The quantitative analysis, carried out with ANOVA, comparing the simulation game to the traditional lesson, shows significant results in the learning for both groups. As far as motivation and social and scholastic self-efficacy are concerned, instead, no meaningful differences have been recorded. The in-depth analysis of the learning and its retention over time carried out through the qualitative analysis has shown the efficacy of the game with regards to both the concepts comprehension and the achievable abstraction levels.
机译:本文从意大利学生的数学学习收获困难的分析出发,提出了定性 - 定量研究开展与出席小学4〜(次)今年福尔米亚(LT),意大利学生的一些群体,学年2011/2012。这项研究的目的是验证模拟游戏有关等距,根据特定的理论框架和一些方法的选择设计,并特别提到了转码模式,可以:培育和推动的几何概念的学习,他们的性比时间;影响社会和学校的自我效能感以及学习动机。定量分析,进行了与方差分析,模拟游戏相比传统的教训,在学习两组节目显著的效果。至于动机,社会和学校的自我效能感而言,相反,没有有意义的差异已经被记录下来。学习和性比通过定性分析进行时间的深入分析表明游戏的功效与问候的概念的理解和实现的抽象层次两者。

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