首页> 外文学位 >Games as Formative Assessment Environments: Examining the Impact of Explanations of Scoring and Incentives on Math Learning, Game Performance, and Help Seeking.
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Games as Formative Assessment Environments: Examining the Impact of Explanations of Scoring and Incentives on Math Learning, Game Performance, and Help Seeking.

机译:游戏作为形成性评估环境:评估评分和奖励措施对数学学习,游戏性能和寻求帮助的影响。

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摘要

To investigate whether games may serve as useful formative assessment environments, this study examined, experimentally, the effects of two aspects of formative assessment on math achievement, game play, and help-seeking behaviors: (a) making assessment criteria explicit through the explanation of scoring rules and (b) incentivizing the use of feedback. A short pre-algebra game that targeted the concepts of adding rational numbers and the meaning of a fraction was used. Data were collected from 164 students in 4th to 6th grades at five after-school programs.;Five treatment conditions were employed in the study. A control group played a different math game. Three variations of providing explanation of scoring rules were tested: (a) no scoring information; (b) feedback on when points were earned and lost; and (c) elaborated explanation of the scoring rules made available before the game was played (in the tutorials), as feedback during the game (math elaborated feedback provided after scored events), and in the general help menu. The fifth condition provided both the elaborated explanation of the scoring rules and also offered an incentive to access additional feedback by regaining a portion of points. An assessment that was administered as a pretest and posttest was used to measure math achievement. In-game performance data (e.g., number of correct moves made in the game) were used to measure game performance. The proportion of times feedback was accessed was used to measure help seeking. Background information was also collected to obtain information on relevant variables such as prior math grades on report cards, game experience, and self-efficacy. Finally, students were administered a survey to measure their motivation to play the game.;Findings indicate that although they accessed feedback less, students who were provided the combined treatment of the elaborated explanation of the scoring rules and offered the incentive to seek additional feedback had higher normalized gain scores (compared to students who received minimal scoring information). This treatment also resulted in better game performance. The combined treatment was more effective for students who reported low game experience, low self-efficacy, low math self-concept, and low preferences for cooperative learning, as well as male students, by increasing scores between pretest to posttest, yielding moderate to large effect sizes. Moreover, for students who reported receiving a "D" in math on their last report card and those with low self-efficacy, the combined treatment of explanation of scoring rules and incentive to seek additional feedback resulted in significantly higher posttest scores, with outcomes of these analyses also yielding large effect sizes. Both a significant interaction between treatment conditions and pretest scores and analyses of subsamples of students suggest that this combined treatment may promote deeper processing of the feedback for lower performing students, especially students with low academic intrinsic motivation. Overall, findings suggest that when designing games for learning, it is important to both make assessment criteria, (in this case, the scoring rules of a game) explicit to a student as well as to find ways to motivate students to use provided feedback through the use of incentives.
机译:为了研究游戏是否可以用作有用的形成性评估环境,本研究通过实验研究了形成性评估对数学成绩,游戏玩法和寻求帮助行为两个方面的影响:(a)通过对以下方面的解释明确评估标准:评分规则和(b)鼓励使用反馈。使用了一个简短的代数前游戏,其目标是添加有理数和分数的含义。在五个课外学习计划中,从164位4至6年级学生中收集了数据。研究采用了5种治疗条件。对照组玩另一种数学游戏。测试了提供评分规则解释的三种变体:(a)没有评分信息; (b)关于何时获得和失去积分的反馈; (c)详尽解释了游戏进行之前提供的评分规则(在教程中),游戏期间的反馈(在计分事件之后提供了详细阐述的反馈)以及常规帮助菜单。第五个条件既提供了评分规则的详细说明,又提供了通过重新获得一部分分数来获得更多反馈的动机。作为前测和后测进行的评估用于衡量数学成绩。游戏中的性能数据(例如,游戏中正确移动的次数)用于测量游戏性能。访问反馈的时间比例用于衡量寻求帮助的时间。还收集了背景信息以获取有关变量的信息,例如报告卡上的先前数学成绩,游戏体验和自我效能感。最后,对学生进行了一项调查,以衡量他们玩游戏的动机。;研究结果表明,尽管获得反馈的人数较少,但对评分规则的详细解释进行了综合处理并提供了寻求更多反馈的动机的学生更高的归一化分数(与获得最少得分信息的学生相比)。这种处理还导致更好的游戏性能。通过提高前测到后测之间的分数,使中小到大的学生,他们的游戏体验低,自我效能低,数学自我概念低,对合作学习的偏爱低,对男孩和学生而言,联合治疗更有效。效果大小。此外,对于那些在上次成绩单上报告自己的数学成绩为“ D”且自我效能感较低的学生,将评分规则的解释与寻求额外反馈的动机相结合,可显着提高考试后成绩,结果这些分析也产生了很大的效应。治疗条件和预测分数之间的显着相互作用以及对学生子样本的分析都表明,这种综合治疗可能会促进表现较差的学生(尤其是学术内在动力较低的学生)对反馈的更深入处理。总体而言,研究结果表明,在设计学习游戏时,重要的是既要向学生明确评估标准(在这种情况下,是游戏的评分规则),也要找到激励学生通过以下方式使用所提供反馈的方法:使用激励措施。

著录项

  • 作者

    Delacruz, Girlie Castro.;

  • 作者单位

    University of California, Los Angeles.;

  • 授予单位 University of California, Los Angeles.;
  • 学科 Education Mathematics.;Education Educational Psychology.;Education Technology of.;Education Instructional Design.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 162 p.
  • 总页数 162
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:37:34

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