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Serious Mathematics Games Bolster Self-Concept and Self-Efficacy in Women Learners.

机译:严肃的数学游戏增强了女性学习者的自我概念和自我效能。

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摘要

The possible benefits of digital mathematics games for adult women's self-beliefs were the focus of this study. Female adult learners face many challenges in education, and successful completion of mathematics courses continues to be one of these challenges. While there are many reasons for these challenges, two critical challenges are learners' mathematics self-concept and mathematics self-efficacy. The specific problem was the unknown effectiveness of digital games to improve women learners' self-concept and self-efficacy. The purpose of this quantitative quasi-experimental study, using a pretest -- posttest design, with a treatment group and a control group, was to determine if playing digital mathematics games for 30 minutes in a single sitting would improve female adult learners' self-concept and self-efficacy more than those who played non-mathematics digital games. A selective stratified sample was used. The participants were 68 women volunteer undergraduate students, enrolled in a general education composition course at an accredited university teaching courses online where the researcher teaches. The Math Confidence Scale was used to measure the mathematical self-concept for both the pretest and posttest. A Mann-Whitney U test was used to test the null hypotheses for between group differences. With the test statistic UT = 505 and critical value U = 410.0838, there was no statistically significant difference between the treatment and control groups. The Mathematics Self-Efficacy Scale was used to measure the mathematical self-efficacy for both the pretest and posttest. A Mann-Whitney U test was used to test the null hypotheses for between group differences. With the test statistic UT = 555 and critical value U = 404.2139, there was no statistically significant difference between the treatment and control groups. However, the Wilcoxon signed-rank test tested changes from the pretest to the posttest for the treatment group, which did show a statistically significant difference for both self-beliefs. The mathematical self-confident test statistic was 138 and critical value = 200. The mathematical self-efficacy test statistic was 210 and critical value = 213. Playing mathematical digital games improved the participants' mathematical self-beliefs, however, there was no conclusive evidence that this increase was from playing mathematical games or games in general. Additional research in a more controlled environment and games matching participants' specific mathematical understanding would improve understanding of this topic.
机译:数字数学游戏对成年女性的自信心可能带来的好处是本研究的重点。成年女性学习者在教育方面面临许多挑战,成功完成数学课程仍然是这些挑战之一。尽管造成这些挑战的原因很多,但两个关键挑战是学习者的数学自我概念和数学自我效能感。具体的问题是数字游戏在提高女性学习者的自我概念和自我效能方面的效果未知。这项定量半实验研究的目的是采用前测-后测设计,并带有治疗组和对照组,以确定一次坐30分钟玩数字数学游戏是否会提高成年女性学习者的自我学习能力。概念和自我效能要高于玩过非数学数字游戏的人。使用了选择性分层样品。参加者是68位女性志愿本科生,他们参加了由研究人员教授的认可的在线大学教学课程中的通识教育作文课程。数学自信心量表用于测量前测和后测的数学自我概念。使用Mann-Whitney U检验来检验组间差异的零假设。在检验统计量UT = 505和临界值U = 410.0838的情况下,治疗组和对照组之间没有统计学上的显着差异。数学自我效能感量表用于测量前测和后测的数学自我效能感。使用Mann-Whitney U检验来检验组间差异的零假设。在测试统计量UT = 555和临界值U = 404.2139的情况下,治疗组和对照组之间无统计学差异。然而,Wilcoxon秩和检验检验了治疗组从前测到后测的变化,这确实显示出两种自我信念的统计学差异。数学自信测试统计量为138,临界值=200。数学自我效能测试统计量为210,临界值=213。玩数字游戏可以提高参与者的数学自信,但是,没有确凿的证据增长是由于玩数学游戏或一般游戏。在更可控的环境中进行的其他研究以及与参与者的特定数学理解相匹配的游戏将提高对该主题的理解。

著录项

  • 作者

    Eyster, Tamara.;

  • 作者单位

    Northcentral University.;

  • 授予单位 Northcentral University.;
  • 学科 Educational technology.;Mathematics education.;Adult education.
  • 学位 Ed.D.
  • 年度 2017
  • 页码 127 p.
  • 总页数 127
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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