Learning Itineraries to Work "Mathematic Probability" with Future Teachers in an Online Scenario with Deck.Toys Tool

IF 3.4 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH Ried-Revista Iberoamericana De Educacion a Distancia Pub Date : 2022-03-30 DOI:10.5944/ried.25.2.31748
Lara Orcos Palma, Cristina Jiménez Hernández, Ángel Alberto Magreñán Ruiz
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引用次数: 1

Abstract

The work of Probability from the Compulsory Secondary Education stage and during the Baccalaureate is not generally contextualised and is, mainly, based on the rote learning of formulas. Therefore, when students arrive at university, a significant lack of knowledge related to the calculation of probabilities is evident. Teachers have to advocate for classroom strategies that help students to achieve lasting and contextualized learning and, even more, in areas such as Probability. This paper presents the design of a didactic proposal based on the use of gamified learning itineraries utilizing Deck.Toys digital tool for the learning of Probability in a sample of students of the Primary Education Degree who worked on an online environment. For this analysis, the outcomes obtained in two tests, initial and final, are collected in an experimental group that has used the tool and compared with those of a control group that worked in a traditional way. Moreover, the data of a survey of the evaluation of the user experience was also analysed. The results gained have been very satisfactory, the tests of comparison of means in the post-test shows a significant difference of 2.704 points more in the experimental group, taking into account that both groups were homogeneous. Likewise, the results of the satisfaction survey have been positive in terms of improving the understanding of both the procedures and the concepts involved on time management since students have been able to work at their own rhythm in an efficient way.
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在Deck的在线场景中与未来教师一起学习“数学概率”的行程。玩具的工具
从义务中等教育阶段和学士学位阶段开始,概率论的工作通常没有情境化,主要是基于死记硬背的公式学习。因此,当学生进入大学时,与概率计算相关的知识明显缺乏。教师必须倡导课堂策略,帮助学生实现持久和情境化的学习,甚至在概率等领域。本文提出了一种基于游戏化学习行程的教学方案设计。玩具数字工具的概率学习在一个样本的初等教育学位的学生谁在网上工作的环境。为了进行这一分析,在使用该工具的实验组中收集了初始和最终两个测试的结果,并与以传统方式工作的对照组的结果进行了比较。此外,还对用户体验评价的调查数据进行了分析。得到的结果非常令人满意,在后测的均值比较检验中,考虑到两组同质性,实验组的均值差异显著,多了2.704分。同样,满意度调查的结果在提高对时间管理的程序和概念的理解方面是积极的,因为学生们能够按照自己的节奏高效地工作。
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来源期刊
Ried-Revista Iberoamericana De Educacion a Distancia
Ried-Revista Iberoamericana De Educacion a Distancia EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
7.20
自引率
4.30%
发文量
18
审稿时长
12 weeks
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