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Using App Inventor to Explore Low-Achieving Students' Understanding of Fractions

机译:使用App Inventor探索成绩不佳的学生对分数的理解

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摘要

A student's understanding of fraction magnitude impacts his/her understanding of algebra (e.g., Booth & Newton, 2012; Siegler et al., 2012), which then influences his/her likelihood of graduating high school (Orihuela, 2006) or succeeding in higher education (Adelman & United States., 2006; Trusty & Niles, 2004). Literature suggests that students gain this understanding when they create and work with various representations of fractions (e.g., Ainsworth, Bibby, & Wood, 2002; Panaoura et al., 2009; Siegler, Fazio, Bailey, & Zhou, 2013), which can occur when students engage in constructivist activities such as developing games (Kafai, 1996, Apr). This study examines an intervention where low-achieving eighth-grade students develop games about fraction magnitude using App Inventor, a novice programming environment, to determine what representations students create in their games, how their understanding of fraction magnitude develops when making their games, and what challenges they experience other than challenges concerning fractions. It uses a holistic case study with embedded units to understand the major themes for each research question while considering the influences of individual backgrounds and the various kinds of games each developed. Kolb's (1984) experiential learning theory, which states that ideas are formed by experiences and which occurs when one programs or codes a computer (Robins, Rountree, & Rountree, 2003), grounds the data analysis.;The findings of this study indicate that students primarily use numeric representations and area models to represent fraction magnitude, which are also the most common representations found in textbooks (Zhang, 2012). They developed their understanding by working with area models, talking about area models, or by developing code to compare two fractions. The way they constructed and critiqued these representations map to the experiential learning cycle, showing that they engaged in concrete experiences with fractions, reflected on the experience, conceptualized their new learning, and experimented with that learning to develop their understanding of fraction magnitude. The challenges they experienced ranged from coding difficulties, such as decomposing their designs into components to code, to non-coding challenges, such as collaborating. Limitations of this study are discussed and implications for practice and future research are delineated.
机译:学生对分数幅度的理解会影响他/她对代数的理解(例如,Booth&Newton,2012; Siegler等,2012),然后影响他/她高中毕业(Orihuela,2006)或更高学历的可能性。教育(Adelman和美国。,2006; Trusty和Niles,2004)。文献表明,学生在创建和处理分数的各种表示时会获得这种理解(例如,Ainsworth,Bibby和Wood,2002; Panaoura等,2009; Siegler,Fazio,Bailey和&Zhou,2013),可以当学生从事建构主义活动,例如开发游戏时,就会发生这种情况(Kafai,1996年4月)。这项研究调查了一项干预措施,其中低成就的八年级学生使用新手编程环境App Inventor开发有关分数幅度的游戏,以确定学生在游戏中创建的表示形式,以及在制作游戏时如何理解分数幅度,以及除了分数方面的挑战外,他们还面临哪些挑战。它使用带有嵌入式单元的整体案例研究来理解每个研究问题的主要主题,同时考虑个人背景和各自开发的各种游戏的影响。科尔布(1984)的体验式学习理论指出,思想是由经验形成的,并且当一个程序对计算机进行编程或编码时就会发生(Robins,Rountree,&Rountree,2003),这是数据分析的基础。学生主要使用数字表示和面积模型来表示分数幅度,这也是教科书中最常见的表示形式(Zhang,2012)。他们通过使用区域模型,讨论区域模型或通过开发用于比较两个部分的代码来发展自己的理解。他们构建和批判这些表示形式的方式映射到了经验学习周期,表明他们参与了分数的具体经验,对分数进行了反思,对他们的新知识进行了概念化,并尝试了该学习以发展对分数幅度的理解。他们遇到的挑战包括编码困难(例如将设计分解为组件以进行编码)到非编码挑战(例如协作)。讨论了这项研究的局限性,并描述了对实践和未来研究的意义。

著录项

  • 作者

    Jacques, Lorraine Ann.;

  • 作者单位

    Clemson University.;

  • 授予单位 Clemson University.;
  • 学科 Mathematics education.;Computer science.
  • 学位 Ph.D.
  • 年度 2017
  • 页码 195 p.
  • 总页数 195
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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