Curiosity: A game-based early mathematics case

C. Rahayu, R. Putri, Zulkardi, Y. Hartono
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Abstract

This research aimed to generate a learning trajectory in an introduction to early mathematics, precisely to measure learning using educational games and Realistic Mathematics Education (RME) and to describe young children’s curiosity in learning early mathematics. Children need to have an understanding to take a measurement and use a learning trajectory to learn how to differentiate measurable and countable quantities and to tell the longer and the greater in number. The design of this research involves three phases, namely, preliminary design, experimentation, and retrospective analysis. A Hypothetical Learning Trajectory (HLT) using educational games was developed by collecting data from documentation, observations, and interviews. The results obtained from the implementation in the classroom showed that the educational games were able to help young children get to know early mathematics, particularly on measurements of lengths and volumes. There is an association with several factors in the selection of realistic problems. Communications during the game could stimulate an introduction to measurement. The use of objects in students’ vicinity also contributed to their experiments relating to measurement. The results of this research inform policymaking for teachers in designing learning in the classroom in introducing early mathematics based on educational games and Realistic Mathematics Education (RME).
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好奇心:基于游戏的早期数学案例
本研究旨在生成早期数学入门的学习轨迹,精确地测量使用教育游戏和现实数学教育(RME)的学习,并描述幼儿学习早期数学的好奇心。孩子们需要有一个理解去测量,并使用学习轨迹来学习如何区分可测量的和可计数的数量,并告诉数字越长越大。本研究的设计包括三个阶段,即初步设计、实验和回顾性分析。通过收集文件、观察和访谈数据,开发了一种使用教育游戏的假设学习轨迹(HLT)。在课堂上实施的结果表明,教育游戏能够帮助幼儿了解早期数学,特别是长度和体积的测量。现实问题的选择与几个因素有关。游戏中的交流可以刺激测量的引入。使用学生附近的物体也有助于他们进行与测量有关的实验。本研究的结果为教师在引入早期数学教育游戏和现实主义数学教育(RME)时设计课堂学习提供了决策依据。
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来源期刊
Journal on Mathematics Education
Journal on Mathematics Education Mathematics-Mathematics (all)
CiteScore
4.20
自引率
0.00%
发文量
13
审稿时长
10 weeks
期刊最新文献
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