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Using Handheld Touch Screen Enabled Devices and Persuasive Game Mechanics to Teach Quadratic Functions

机译:使用支持手持式触摸屏的设备和具有说服力的游戏机制来教二次函数

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摘要

Research has shown that many students are not interested in learning mathematics; they find it difficult to understand, irrelevant to their daily lives, and uninteresting. This thesis explores elements of computer games that may satisfy children’s learning needs and ultimately motivate them to learn mathematical concepts.According to a 2008 survey conducted by the Washington, D.C. based Pew Research Center, 97% of children between the ages of 12 and 17 in the United States play computer, Web, portable or console games. Based on these numbers we can conclude young students like video games. Over the past few years, a new body of research has begun to develop, demonstrating how video games can have a positive impact on young people by stimulating their imagination and curiosity, and by encouraging the exploration of new concepts.According to Gee [28], “Games give children the tools they need to explore complex systems and experiment with different possibilities and outcomes”. By using video games students can learn how to use facts to solve problems rather than simply memorizing data.Two seemingly unrelated content areas in which handheld touch-­‐enabled devices appear to be drawing immediate attention are the areas of education and video games. Apple iPhones, iPads and similar products are rapidly finding their way into classrooms around the world. Many educators and educational institutions are trying to make use of these technologies in classrooms. The impact of technology in education remains to be formally studied.Modern handheld touch-­‐enabled devices are also playing a role in changing the face of the video game industry. Instead of being preoccupied with fast twitch, highly realistic game experiences, running on dedicated game hardware platforms, (e.g. game console devices) and targeted at adolescent and young adult males, video game designers are finding that casual game genres have a broader appeal and could potentially have a more profound impact. These games, involving puzzles, or simple arcade experiences, run on smart phones and tablets, and have universal appeal across all age demographics. A recent report published by the mobile analytics firm Flurry indicates that these new smart phone platforms are rapidly replacing traditional dedicated video game platforms [41].The focus of this study is the intersection of these two developments: the recent popularity of handheld touch-­‐enabled devices in education and video game content. In particular, the study aims to investigate the use of video games on handheld touch-­‐enabled devices in helping algebra students learn mathematical concepts related to the link between linear and quadratic functions.The game used in this study, ParabolaX, is a new experimental mathematics educational game and runs on handheld touch-­‐enabled devices. In conducting the testing, the ParabolaX application gathered anonymous data from players to determine whether they were engaged, how well they understood the mathematical content, whether they understood the challenge, and whether they could apply an appropriate problem solving strategy to the challenge. The subject of the study was not the game player, but the effectiveness of the game itself.The results of this research showed that the gap between genders is not very large, and both female and male students were very engaged with the use of ParabolaX. When the students were asked if the game helped them to understand the concept of quadratic functions, all females and 84% of the males agreed.Thus, the main thesis can be stated as: An educational game developed for handheld touch-­‐enabled devices can be helpful in learning mathematics.
机译:研究表明,许多学生对学习数学不感兴趣。他们发现难以理解,与日常生活无关且无趣。本文探讨了可能满足儿童学习需求并最终激发他们学习数学概念的计算机游戏元素。根据位于华盛顿特区的皮尤研究中心(Pew Research Center)于2008年进行的一项调查,在97%的12至17岁的儿童中在美国玩计算机,网络,便携式或控制台游戏。根据这些数字,我们可以得出像视频游戏这样的年轻学生的结论。在过去的几年中,新的研究机构开始发展,展示了电子游戏如何通过激发年轻人的想象力和好奇心,并鼓励他们探索新的观念,对年轻人产生积极的影响。根据Gee [28] ,“游戏为孩子们提供了探索复杂系统并进行不同可能性和结果试验所需的工具”。通过使用视频游戏,学生不仅可以简单地存储数据,还可以学习如何使用事实来解决问题。教育和视频游戏领域是两个似乎无关的内容领域,手持触摸功能设备似乎引起了人们的直接关注。苹果iPhone,iPad和类似产品正在迅速进入世界各地的教室。许多教育者和教育机构正在尝试在教室中使用这些技术。技术对教育的影响尚待正式研究。现代手持式触控设备也正在改变视频游戏行业的面貌。视频游戏设计师并没有沉迷于快速抽搐,高度逼真的游戏体验,而是在专用的游戏硬件平台(例如游戏机设备)上运行并针对青少年和成年男性,而是发现休闲游戏类型具有更广泛的吸引力,并且可以可能会产生更深远的影响。这些游戏包含拼图或简单的街机体验,可在智能手机和平板电脑上运行,并在所有年龄段的人口统计数据中具有普遍吸引力。移动分析公司Flurry最近发布的一份报告表明,这些新的智能手机平台正在迅速取代传统的专用视频游戏平台[41]。本研究的重点是这两个方面的发展交汇处:手持式触摸屏的近期流行-在教育和视频游戏内容中启用的设备。特别是,这项研究旨在研究在手持触摸功能设备上使用视频游戏来帮助代数学生学习与线性和二次函数之间的联系有关的数学概念。本研究中使用的游戏ParabolaX是一项新的实验数学教育游戏,并在支持触摸功能的手持设备上运行。在进行测试时,ParabolaX应用程序从玩家那里收集了匿名数据,以确定他们是否参与其中,他们对数学内容的理解程度,他们是否理解挑战以及是否可以对挑战应用适当的问题解决策略。研究对象不是游戏者,而是游戏本身的有效性。研究结果表明,性别之间的差距不是很大,男女学生都非常喜欢使用ParabolaX。当问到学生游戏是否有助于他们理解二次函数的概念时,所有女性和84%的男性都同意。因此,主要论点可以说是:为手持式触控设备开发的教育游戏可以对学习数学有帮助。

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    Montoya Alejandro;

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  • 年度 2011
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  • 正文语种 {"code":"en","name":"English","id":9}
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