Los videojuegos como objeto de investigación incipiente en Educación Matemática

L. Albarracín, Aura Hernández-Sabaté, Núria Gorgorió
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引用次数: 6

Abstract

This article presents a review of research made in the field of mathematics education on the use of video games in the classroom. These investigations have focused on four areas: impact in academic performance focused on mathematical contents, specific mathematical contents learning, videogame design elements for mathematical learning and relation bet-ween videogames and problem solving.  Finally,  we  propose  two  research  new  approaches that  have  not  been  explored  so  far,  like  the  use  of  commercial  videogames  for  mathematical  activities  or  the  use  of  simulation  games  as  environment  to  promote  mathematical modeling.
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电子游戏作为数学教育的初步研究对象
这篇文章介绍了在数学教育领域关于在课堂上使用电子游戏的研究综述。这些调查主要集中在四个方面:数学内容对学业成绩的影响、特定数学内容的学习、数学学习的电子游戏设计元素以及电子游戏与解决问题之间的关系。最后,我们提出了两种迄今为止尚未被探索的研究新方法,如使用商业电子游戏进行数学活动或使用模拟游戏作为促进数学建模的环境。
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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