Is Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning?

IF 1.9 3区 教育学 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Science and Mathematics Education Pub Date : 2024-01-04 DOI:10.1007/s10763-023-10440-4
Athanasios Christopoulos, Stylianos Mystakidis, Justyna Kurczaba, Mikko-Jussi Laakso, Chrysostomos Stylios
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Abstract

Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a Game-Based Learning intervention. This was tested among 59 Greek high school students, using authentic design. After having received a traditional education module, the students were tested and then engaged for four weeks in a desktop-based 3D Virtual Learning Environment where they could play mathematic minigames. They were subsequently re-tested to verify if they showed a significant increase in mathematical skills. The students showed an improvement in their mathematical skills (Cohen’s d = 1.26), with significant results for functions, geometry, and thinking skills and methods. On the individual level, about half of the students showed a 10% increase in one of the domains (numbers & calculations, functions, geometry, thinking skills and methods, and algorithms and number theory). Immersion was found to be reflected by engagement and presence, but neither one of these aspects was associated with mathematical achievement after the intervention. It is concluded that Game-Based Learning is an effective approach to increasing mathematical skills, yet the underlying mechanisms are not yet understood. The authors discuss several alternative mechanisms based on the literature that can be verified in future studies.

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沉浸于三维虚拟游戏是否与游戏式学习中数学能力的提高有关?
以往的研究发现,游戏式学习对数学有积极的影响。虽然大多数研究都认为这种效果是由游戏过程中的流畅感/沉浸感造成的,但这一点尚未得到证实。本研究的目的是验证在使用游戏式学习干预时,沉浸是否确实与数学技能的提高有关。本研究采用真实设计,在 59 名希腊高中生中进行了测试。在接受了传统的教育模块后,学生们接受了测试,然后在基于桌面的三维虚拟学习环境中进行了为期四周的数学小游戏。随后对他们进行了再次测试,以验证他们的数学技能是否有显著提高。结果表明,学生的数学技能有所提高(Cohen's d = 1.26),其中函数、几何、思维技能和方法的成绩显著。就个体而言,约有一半的学生在其中一个领域(数字与ampamp;计算、函数、几何、思维能力与方法,以及算法与数论)的成绩提高了 10%。沉浸式学习体现在参与度和临场感上,但这两方面都与干预后的数学成绩无关。结论是,基于游戏的学习是提高数学技能的有效方法,但其潜在机制尚不清楚。作者根据文献讨论了几种可供选择的机制,这些机制可以在未来的研究中得到验证。
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来源期刊
CiteScore
5.10
自引率
9.10%
发文量
87
期刊介绍: The objective of this journal is to publish original, fully peer-reviewed articles on a variety of topics and research methods in both science and mathematics education. The journal welcomes articles that address common issues in mathematics and science education and cross-curricular dimensions more widely. Specific attention will be paid to manuscripts written by authors whose native language is not English and the editors have made arrangements for support in re-writing where appropriate. Contemporary educators highlight the importance of viewing knowledge as context-oriented and not limited to one domain. This concurs with current curriculum reforms worldwide for interdisciplinary and integrated curricula. Modern educational practice also focuses on the use of new technology in assisting instruction which may be easily implemented into such an integrated curriculum. The journal welcomes studies that explore science and mathematics education from different cultural perspectives.
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