一个认知数学电脑游戏的案例研究

C. Buteau, E. Muller
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引用次数: 1

摘要

《E-Brock Bugs》是一款关于概率的严肃教育游戏(SEG),它是基于Devlin的游戏设计原则而创造的,玩家采用具有数学能力的人的身份。这种“玩家像现实世界的专业人士一样思考和行动”的游戏被称为认知游戏。本章对16岁的学生(n=61)在数学数据管理课程中玩E-Brock Bugs的经历进行了实证研究。结果表明,大多数学生都参与了游戏中的数学,并体验了游戏中的数学身份。没有观察到性别差异,但学生自我认定的数学能力(与他们的数学成绩无关)似乎区分了他们在游戏中体验数学身份的程度。《E-Brock Bugs》有助于验证Devlin的认知数学seg游戏设计方法。
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Case Study of an Epistemic Mathematics Computer Game
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which “players think and act like real world professionals” has been called epistemic. This chapter presents an empirical study of 16-year-old students' (n=61) experience playing E-Brock Bugs as part of their mathematics data management course. Results suggest that most students engaged in the game's mathematics and experienced a mathematical in-game identity. No gender difference was observed, but the students' self-identified mathematical capability (which was not correlated with their mathematics grades) seems to differentiate the extent to which they experience a mathematical in-game identity. E-Brock Bugs contributes to validate Devlin's game design approach to epistemic mathematics SEGs.
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