Rising in the ranks!: learning math or playing games?

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Frontiers in Education Pub Date : 2023-12-21 DOI:10.3389/feduc.2023.1302693
Marc T. Sager, Maximilian K. Sherard, Saki Milton, Candace A. Walkington, Anthony J. Petrosino
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Abstract

This qualitative case study examines the learning that occurred when a small group of middle grade youths embarked upon a personal excursion during a game-based math walk. Math walks are an informal learning activity where learners and facilitators explore mathematical concepts embedded in everyday spaces. The MathExplorer app is a location-based mobile game designed to enhance and gamify math walks. In our broader research, we investigated a group of 18 middle grade learners who used MathExplorer to engage in math walks at a local nature preserve. While most youths in this study used the game as planned by the researchers, one group deviated from the plan and devised new ways of playing the game and participating in the math walks. We see this deviation, or personal excursion, as a source of insight for research on game-based math walks. To understand the learning that took place during this personal excursion, we draw upon sociocultural and self-directed theories of learning. Using methods of interaction analysis and embodied action conversation framework, we analyzed the small groups’ discussion, movement, and game-use to understand: (1) the point at which the students departed from the planned use of MathExplorer; and (2) the learning that took place after this departure. The findings include how the youth explicitly incorporate mathematics into game play through an activity-as-planned, and how the youth embark on a personal excursion relating to game mechanics and gamification, with an implicit focus on mathematics. We discuss the importance of personal excursions for designing informal mathematics learning experiences.
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排名上升!:学数学还是玩游戏?
本定性案例研究探讨了一小群中年级青少年在基于游戏的数学漫步活动中开展个人游学时的学习情况。数学漫步是一种非正式的学习活动,学习者和引导者共同探索日常空间中蕴含的数学概念。MathExplorer 应用程序是一款基于位置的手机游戏,旨在增强数学漫步并使其游戏化。在更广泛的研究中,我们调查了一个由 18 名中年级学生组成的小组,他们使用 MathExplorer 在当地的自然保护区进行数学散步。虽然这项研究中的大多数青少年都按照研究人员的计划使用了这款游戏,但有一个小组却偏离了计划,他们设计了新的游戏和参与数学漫步的方式。我们认为,这种偏离或个人游历是研究基于游戏的数学漫步的灵感源泉。为了理解这种个人游历过程中发生的学习,我们借鉴了社会文化和自主学习理论。我们使用互动分析方法和体现行动对话框架,分析了小组的讨论、行动和游戏使用情况,以了解:(1) 学生们在什么时候偏离了 MathExplorer 的使用计划;(2) 偏离后的学习情况。研究结果包括青少年如何通过计划中的活动明确地将数学纳入游戏,以及青少年如何开始与游戏机制和游戏化有关的个人游览,并隐含地关注数学。我们讨论了个人游览对于设计非正式数学学习体验的重要性。
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来源期刊
Frontiers in Education
Frontiers in Education Social Sciences-Education
CiteScore
2.90
自引率
8.70%
发文量
887
审稿时长
14 weeks
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