Attach me and detach me: an interactive device to help to teach algebra

Pedroza-Méndez Blanca-E, G. Juan-M, G. Josefina, Collazos Cesar, Ramírez-Cruz José-F
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引用次数: 2

Abstract

Even though the digital age is so advanced around the globe, nowadays Mexico does not have necessary conditions for any institution to use fully automated tools. Disadvantages such as poor infrastructure, lacking computers, and inadequate internet access are some of the most common obstacles that do not allow for the most of the Mexican educational institutions to use automated techno-pedagogical strategies. In this work, we propose a semi-automated tool, based on tangible user interfaces and apply gamification, for teaching algebra. The major challenge of this project is the context of use, where the proposal was initially valued using statistical experimental designs through a hypothesis test and a regression analysis. In both, a longitudinal study with two measures at different times of a related sample, composed of 19 students, is considered. In the hypothesis test the difference between the before and after of application of an instructional design with the game management through the gamified board was contrasted, obtaining as a result that the average in the ability to solve problems in the pre-test is of 0.1184 and in the post-test of 0.5586, therefore, the difference between means, before and after the instructional design allows to accept the hypothesis that if there are changes in the ability to solve problems of algebra, before and after the use of the gamified board. The regression analysis allows us to state that 16.9% of the ability to solve algebra problems can be influenced by the number of activities that the student performs with the gamified board.
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连接我和分离我:一个帮助教授代数的互动设备
尽管数字时代在全球范围内如此先进,但如今墨西哥没有任何机构使用全自动工具的必要条件。基础设施差、缺乏计算机和互联网接入不足等缺点是大多数墨西哥教育机构不允许使用自动化技术教学策略的一些最常见的障碍。在这项工作中,我们提出了一个半自动化的工具,基于有形的用户界面和应用游戏化,用于代数教学。该项目的主要挑战是使用背景,其中提案最初是通过假设检验和回归分析使用统计实验设计来评估的。在这两种情况下,纵向研究与两个措施在不同时间的相关样本,由19名学生组成,是考虑。在假设检验的区别之前和之后的应用程序的一个教学设计与游戏通过gamified董事会管理对比,获得结果,一般解决问题的能力在检测前的0.1184和0.5586的测试后,因此,之间的区别意味着,之前和之后的教学设计允许接受的假设如果有解决问题能力的变化代数,游戏化板的使用前后。回归分析表明,学生解决代数问题的能力有16.9%会受到他们在游戏化棋盘上进行的活动数量的影响。
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