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Educational Game and Intelligent Tutoring System: A Classroom Study and Comparative Design Analysis

机译:教育游戏与智能辅导系统:课堂研究与比较设计分析

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Educational games and intelligent tutoring systems (ITS) both support learning by doing, although often in different ways. The current classroom experiment compared a popular commercial game for equation solving, DragonBox and a research-based ITS, Lynnette with respect to desirable educational outcomes. The 190 participating 7th and 8th grade students were randomly assigned to work with either system for 5 class periods. We measured out-of-system transfer of learning with a paper and pencil pre- and post-test of students' equation-solving skill. We measured enjoyment and accuracy of self-assessment with a questionnaire. The students who used DragonBox solved many more problems and enjoyed the experience more, but the students who used Lynnette performed significantly better on the post-test. Our analysis of the design features of both systems suggests possible explanations and spurs ideas for how the strengths of the two systems might be combined. The study shows that intuitions about what works, educationally, can be fallible. Therefore, there is no substitute for rigorous empirical evaluation of educational technologies.
机译:教育游戏和智能辅导系统(ITS)都支持边做边学,尽管通常采用不同的方式。当前的课堂实验比较了受欢迎的用于方程求解的商业游戏DragonBox和基于研究的ITS Lynnette的理想教育成果。 190名参与的7年级和8年级学生被随机分配使用这两种系统进行5个课时的学习。我们使用纸笔和铅笔对学生的方程式解决技能进行了测验,并以此进行了测验。我们通过问卷测量了自我评估的乐趣和准确性。使用DragonBox的学生解决了更多的问题,并享受了更多的经验,但是使用Lynnette的学生在后期测试中的表现明显更好。我们对这两种系统的设计特征的分析提出了可能的解释,并激发了有关如何将两种系统的优势结合在一起的想法。研究表明,关于什么在教育​​上起作用的直觉可能是错误的。因此,不能替代对教育技术进行严格的实证评估。

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