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Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology

机译:数学和计算机科学教育的数字学习游戏:需要预售的RCT,标准化方法和先进技术

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In today’s digital information society, mathematical and computational skills are becoming increasingly important. With the demand for mathematical and computational literacy rising, the question of how these skills can be effectively taught in schools is among the top priorities in education. Game-based learning promises to diversify education, increase students’ interest and motivation and offer positive and effective learning experiences. Especially digital game-based learning (DGBL) is considered an effective educational tool for improving education in classrooms of the future. Yet, learning is a complex psychological phenomenon and certifying digital learning games a general effectiveness is not possible. This is partly due to a diversity of methodological approaches in the literature, partly due to theoretical and practical considerations. We present core elements of psychological theories of learning and derive arguments for and against digital and non-digital game-based learning. We discuss previous literature on digital game-based learning in mathematics education from a methodological point of view and infer the need for randomized controlled trials for effectiveness evaluations. To increase comparability of empirical results we propose methodological standards for future educational research. The value of multidisciplinary research projects to advance the field of digital game-based learning is discussed and a synergy of affective computing and optimal experimental design techniques proposed for the implementation of adaptive technologies in digital learning games. Finally, we make suggestions for game content which would be suitable for preparing students for university-level mathematics and computer science education and discuss the potential limitations of digital game-based learning in the classroom.
机译:在今天的数字信息社会中,数学和计算技能变得越来越重要。随着数学和计算素养的需求上升,如何在学校有效地教授这些技能的问题是教育的最重要优先事项。基于游戏的学习承诺使教育多样化,提高学生的兴趣和动力,提供积极有效的学习经验。特别是数字基于游戏的学习(DGBL)被认为是改善未来教育教育的有效教育工具。然而,学习是一种复杂的心理现象,并证明数字学习游戏是不可能的一般有效性。这部分是由于文学中的方法论方法的多样性,部分原因是理论和实践考虑因素。我们呈现了学习的心理学理论的核心要素,从而实现了数字和非数字游戏的学习。从方法的角度来看,我们在数学教育中讨论了基于数字游戏的学习的文献,并推断了随机对照试验的有效性评估。增加经验结果的可比性,我们提出了未来教育研究的方法论标准。讨论了多学科研究项目推进基于数字比赛的学习领域的价值,并为数字学习游戏实施自适应技术的实施技术和最佳实验设计技术的协同作用。最后,我们对游戏内容提出建议,这适合为大学级数学和计算机科学教育准备学生,并讨论基于数字游戏的课堂潜在限制。

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