Effects of Playing an Educational Math Game That Incorporates Learning by Teaching

IF 4.9 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Journal of Educational Computing Research Pub Date : 2018-08-30 DOI:10.1177/0735633118797133
Logan Fiorella, Shelbi L. Kuhlmann, Jennifer J. Vogel-Walcutt
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引用次数: 12

Abstract

This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest matched-groups design, 58 middle-school students either played the game for 10 hours over 4 days in place of their typical math instruction (game group), or they received conventional math instruction that consisted of a matched set of practice problems (control group). Contrary to our hypotheses, results from posttest measures indicated no significant differences in learning outcomes or motivation between the two groups. Importantly, supplementary observational data indicated that students in the game group spent much of their time during gameplay engaging in activities unrelated to the educational content of the game (e.g., navigating the virtual world) and only 20% of their time engaging in learning-by-teaching activities. These results highlight the importance of designing educational games that effectively balance features intended to entertain learners and features intended to promote learning. Implications for implementing educational games into classroom instruction are discussed.
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玩寓教于乐的教育数学游戏的效果
本研究测试了在中学数学课堂上实施基于计算机的叙事教育游戏的效果。游戏包括在虚拟宇宙飞船中导航,并通过定期参与边教边学的活动来完成任务,其中包括帮助化身解决数学问题。在前测/后测匹配组设计中,58名中学生要么在4天内玩10个小时的游戏来代替他们典型的数学教学(游戏组),要么接受由一组匹配的练习题组成的传统数学教学(对照组)。与我们的假设相反,后测测量的结果表明,两组之间在学习结果或动机方面没有显著差异。重要的是,补充观察数据表明,游戏组的学生在游戏过程中花了大部分时间从事与游戏教育内容无关的活动(例如,在虚拟世界中导航),只有20%的时间从事边教边学的活动。这些结果强调了设计教育游戏的重要性,该游戏能够有效地平衡旨在娱乐学习者的功能和旨在促进学习的功能。讨论了在课堂教学中实施教育游戏的意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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