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Digital game-based learning in a Shanghai primary-school mathematics class: A case study

机译:基于数字游戏的学习在上海小学数学课程中:一个案例研究

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This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis. Digital gameplay, when used once daily over a 6-day period, was found to enhance student engagement and interest in learning; many students, however, were concerned about its effect on academic achievement and eyesight. The teacher employed a "making thinking visible" approach using pencil and paper and problem-solving strategies to help students understand the game's mathematical principles and master mathematical knowledge. Obstacles included large class size, difficulty evaluating learning outcomes, balancing fun and learning, and effective game-classroom integration. This study found that exam-oriented education and traditional teacher-centred teaching in China influenced participants' perceptions and experiences of digital game-based learning.What is already known about this topicLay DescriptionImplications for practice and/or policyWhat this paper addsDigital game-based learning is effective and leads to a more relaxed learning environment that promotes students' engagement, interest, motivation, and confidence.Learning with digital games helps students acquire mathematics knowledge more effectively than traditional classroom lectures.Digital game-based learning is helpful in math class as it makes students feel challenged and more capable, thereby improving self-efficacy and task persistence.Mathematics teachers and students have a contradictory attitude that shows both approval and concern towards game-based learning.In the Chinese context, exam-oriented culture is an important factor that influences the teacher's and students' perceptions and experiences of digital game-based learning.While digital game-based learning helps students' engagement and interest in math, it also faces numerous challenges such as large class size, balancing fun and learning, and effective game-classroom integration.Digital game-based learning may be more effective when combined with pencil and paper to write down the process and make thinking visible.Fun and learning should be balanced in digital game-based learning.Teachers need training and support for digital game-centred programmes to succeed.
机译:这项研究审查了在二级数学课中使用数字游戏时,在上海公共小学的教师和学生的看法和经验。参与者包括一位教师和45名学生。数据收集方法包括课堂观察,焦点组和个人访谈以及文档分析。数字游戏,当每天在6天期间使用时,被发现加强学生参与和兴趣;然而,许多学生对其对学业成就和视力的影响感到关切。老师采用了一种使用铅笔和纸张和解决问题的思维可见“方法,以帮助学生了解游戏的数学原则和掌握数学知识。障碍包括大班级大小,难度评估学习成果,平衡乐趣和学习,有效的游戏课堂集成。本研究发现,考试教育和传统的中国传统教学受到了参与者的基于数字游戏的看法和经验。本文为基于博弈的练习和/或政策的本文的描述实例已经了解了本文的练习和/或策略的观念。是有效的,并导致更加轻松的学习环境,促进学生的参与,兴趣,动力和信心。与数字游戏有助于学生比传统课堂讲座更有效地获得数学知识。基于传统的游戏的学习是有益的,学习就是有用的数学学习它让学生感到挑战,更有能力,从而提高自我效力和任务持久性。事实学教师和学生有一种矛盾的态度,表明批准和关注基于比赛的学习。在中国背景下,考试的文化是一个重要的文化影响教师和学生看法的因素基于数字游戏的学习经验。当基于数字游戏的学习有助于学生对数学的参与和兴趣,它还面临着大班级规模,平衡乐趣和学习,有效的游戏课堂集成等众多挑战。基于特征游戏当与铅笔和纸张结合时,学习可能更有效地写下过程并使思维可见.FUN和学习应该在基于数字游戏的学习中平衡。情商需要培训和支持数字游戏中心的程序成功。

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