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The effects of representation format in problem representation on qualitative understanding and quantitative proficiency in a learning game context.

机译:问题表示中的表示形式对学习游戏环境中的定性理解和定量熟练程度的影响。

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摘要

Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed various materials and intervention tools. As a potential platform to address the problem in math achievement, video games generate a large variety of perspectives on their value. Along with the debate on the game's inherent good or bad features, there is also a debate on the effectiveness of video games as a learning tool. Regarding these debates and the ambiguous results on video games as learning tools, Greitemeyer and Mugge (2014) postulated that games can provide both positive and negative impacts according to their content (i.e., violent and pro-social games). However, recent literature investigating the use of video games in varied learning contexts shows that the learning effectiveness of games is still inconclusive. A potential reason is that video games mostly facilitate implicit qualitative understanding. Video games consist of rich interactive experiences that help to foster understanding of qualitative relationships in gameplay more than quantitative proficiency that is required in the formal school system (Clark et al. 2011; Squire, Barnett, Grant, & Higginbotham, 2004). Another reason is that educational game designers have paid little attention to designing and developing learning supports in educational games. Therefore, the current study aims to address a comprehensive question -- How does an educational game, through the use of learning supports, promote the application of acquired qualitative understanding to math problem solving in formal educational contexts?.;A promising method to address the aforementioned problem is to externalize cognitive and metacognitive processes (Lajoie, 2009). Externalizing Problem Representation (EPR) refers to a cognitive behavior in which a learner constructs her own representations overtly (Cox, 1999). The processes of EPR are to re-order information in problem solving, to clarify ambiguous parts of the problem, and to modify and enact mental representations including mental animations and images. EPR helps to make missing and implicit information or representations explicit. There are several synonyms of Externalizing Problem Representation (EPR), such as external representation (Zhang, 1997), externalized cognition (Cox & Brna, 1995), and re-representation (Ainsworth & Th Loizou, 2003). From the semiotics perspective, EPR can be categorized into two forms by its sign: Iconic and symbolic.;Although the potential benefits of externalizing problem representation was claimed in prior research, little attention was paid to investigating the design of EPR in video games. Compared to the studies of mental problem representation, few empirical studies on external representation have been conducted. Hence, it is warranted to examine the efficacy of learning support that promotes externalizing problem representation in two formats (i.e., iconic and symbolic) in the video-game-based learning setting. In light of this, the purpose of this study is to investigate whether EPR-promoting scaffolds (in iconic vs. symbolic formats) enhance qualitative understanding and quantitative proficiency in ratios and proportional relationships in a learning game context. Specifically, the learning game will request players to respond to either iconic or symbolic learning probes that help to externalize the mental representations of the math problems in the game. In this study, quantitative proficiency refers to the problem solving proficiency in both game and formal education context. The current study involves two levels of task complexity (i.e., low complexity vs. high complexity) as a moderating variable.;The study addresses the following research questions: 1. Will iconic learning probes promoting EPR enhance qualitative understanding and quantitative proficiency in ratios and proportional reasoning, with the task complexity controlled in the educational game? 2. Will symbolic learning probes promoting EPR enhance qualitative understanding and quantitative proficiency in ratios and proportional reasoning, with task complexity controlled in the educational game? 3. Will iconic learning probes promoting EPR, in comparison to symbolic learning probes promoting EPR, be more effective in enhancing qualitative understanding and quantitative proficiency in ratio and proportional reasoning, with task complexity controlled in the educational game?;To accomplish the purpose of this study, learning probes that prompt learners to externalize their internal problem representation were developed in two different formats, iconic and symbolic, based on Mayer's math problem representation model. In the experiment, forty-five participants in this study processed either iconic or symbolic learning probes during their gameplay. Finally, qualitative understanding and quantitative proficiency were measured three times: before this study, after playing the shipping container episode with a low complexity task, and after playing the shipping container episode with a high complexity task. (Abstract shortened by ProQuest.).
机译:美国政府和国际组织的报告和调查一再承认K-12中的数学成绩问题,无论采取什么措施(例如,美国教育部)来减少它。为了解决K-12的数学成绩问题,教师,学者和美国政府已经开发了各种材料和干预工具。作为解决数学成就问题的潜在平台,视频游戏对其价值产生了各种各样的看法。除了对游戏固有的好坏特性的争论之外,关于电子游戏作为一种学习工具的有效性的争论也越来越多。关于这些辩论以及关于视频游戏作为学习工具的模棱两可的结果,Greitemeyer和Mugge(2014)假定游戏可以根据其内容(即暴力和亲社会游戏)提供正面和负面影响。但是,有关在各种学习环境中使用视频游戏的最新文献研究表明,游戏的学习效果尚无定论。一个潜在的原因是,视频游戏大多有助于内在的定性理解。电子游戏包含丰富的互动体验,比正规学校系统要求的定量熟练程度更高,有助于增进对游戏玩法中质性关系的了解(Clark等人,2011年; Squire,Barnett,Grant和Higginbotham,2004年)。另一个原因是教育游戏设计师很少关注设计和开发教育游戏中的学习支持。因此,当前的研究旨在解决一个综合性问题-教育游戏如何通过使用学习支持来促进将获得的定性理解应用于正规教育情境中的数学问题解决?。前面提到的问题是将认知和元认知过程外部化(Lajoie,2009)。外在化的问题表征(EPR)是指一种认知行为,其中学习者公开地构造自己的表征(Cox,1999)。 EPR的过程是对问题解决中的信息进行重新排序,弄清问题中的歧义部分,以及修改和制定包括心理动画和图像在内的心理表征。 EPR有助于使缺失的和隐含的信息或表示变得明确。外在化问题表征(EPR)有几种同义词,例如外在表征(Zhang,1997),外在化认知(Cox&Brna,1995)和重新表征(Ainsworth&Th Loizou,2003)。从符号学的角度来看,EPR可以按其符号分为两种形式:标志性和象征性。尽管在先前的研究中声称将问题表示外部化的潜在好处,但对研究电子游戏中的EPR设计的关注却很少。与心理问题表征的研究相比,关于外部表征的实证研究很少。因此,有必要检查学习支持的有效性,该支持在基于视频游戏的学习环境中以两种格式(即图标和符号)促进外部化问题表示。有鉴于此,本研究的目的是研究在学习游戏环境中,EPR促进支架(标志性还是符号形式)是否能提高比率和比例关系的定性理解和定量水平。具体来说,学习游戏将要求玩家响应图标或符号学习探针,以帮助将游戏中数学问题的心理表征外化。在这项研究中,定量能力是指在游戏和正规教育背景下解决问题的能力。当前的研究涉及两个级别的任务复杂度(即低复杂度与高复杂度)作为调节变量。;该研究解决了以下研究问题:1.促进EPR的标志性学习探查会提高比率的定性理解和定量水平吗?比例推理,在教育游戏中控制任务的复杂性? 2.促进EPR的象征性学习探究会在教育游戏中控制任务复杂性的情况下,提高比率和比例推理的定性理解和定量水平吗? 3.与促进EPR的符号学习探针相比,促进EPR的符号学习探针在控制教育游戏中的任务复杂性方面,将更有效地提高定性和比例推理的定性理解和量化水平吗?这项研究基于Mayer的数学问题表示模型,以图标和符号两种不同的格式开发了提示学习者将其内部问题表示外部化的学习探针。在实验中,这项研究中的45名参与者在游戏过程中处理了标志性或象征性的学习探究。最后,对定性理解和定量水平进行了三次测量:在进行这项研究之前,在播放具有低复杂性任务的运输集装箱情节之后,以及播放具有高复杂性任务的运输集装箱情节之后。 (摘要由ProQuest缩短。)。

著录项

  • 作者

    Lee, Sungwoong.;

  • 作者单位

    The Florida State University.;

  • 授予单位 The Florida State University.;
  • 学科 Educational technology.;Mathematics education.;Educational psychology.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 132 p.
  • 总页数 132
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:47:31

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