Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo
{"title":"大学生微积分的数字游戏","authors":"Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo","doi":"10.4018/978-1-5225-7461-3.CH007","DOIUrl":null,"url":null,"abstract":"This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.","PeriodicalId":165616,"journal":{"name":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","volume":"78 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Digital Game for Undergraduate Calculus\",\"authors\":\"Yu-Hao Lee, Norah E. Dunbar, K. Kornelson, Scott N. Wilson, Ryan Ralston, M. Savić, Sepideh Stewart, Emily Lennox, William Thompson, Javier Elizondo\",\"doi\":\"10.4018/978-1-5225-7461-3.CH007\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.\",\"PeriodicalId\":165616,\"journal\":{\"name\":\"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations\",\"volume\":\"78 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/978-1-5225-7461-3.CH007\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-7461-3.CH007","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.