Kinect游戏对小学生心算速度的影响

Özgür Yilmaz, D. Bayraktar
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引用次数: 7

摘要

本文研究了动觉教育游戏对学生心算速度的影响。采用Solomon四组设计,避免前测后测设计的影响。为了确定哪个年级适合玩这个游戏,我们对30名学生进行了初步研究。主体研究共有123名学生参与。首先将实验组分为对照组和实验组。对照组参与者玩电脑游戏,实验组成员玩动觉教育游戏。根据所罗门的说法,使用四组模型,研究小组被分为4个单独的小组。随机分配两组,其中两组进行预测。前测结束后,采用d2注意测试来测量学生的注意水平。研究共持续8周。在研究结束时,发现实验组和对照组的心理计算速度有显著差异。本研究的第二个重要发现是,不同认知特征的学生在心理计算速度上存在差异。换句话说,与注意力水平中高的学生相比,注意力水平低的学生完成游戏的时间更长。结果表明,注意力水平低的学生的心算速度较低。结果表明,在小学中,基于kinect的游戏可以作为有效和激励的学习环境。
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Impact of Kinect Game on Primary School Students' Mental Computation Speed
This article investigates the effect of kinesthetic educational game on students' mental computation speed. A Solomon four-group design was used to avoid the influence of pretest-posttest design. In order to determine which grade is appropriate for this game, a pilot study was conducted with 30 students. As for the main study, 123 students participated. First, the group was divided into two as control group and experimental group. The participants of the control group played a computer game while the members of experimental group played a kinesthetic educational game. According to Solomon, using a four-group model the study group was divided into 4 separate groups. The groups were randomly assigned and two of them were applied a pre-test. After the pre-test, in order to measure the attention level of students, a d2 test of attention was applied. The study lasted for 8 weeks in total. At the end of the study, a significant difference was found between the mental computation speeds of the experimental and the control groups. The second significant finding in this study was that there was a difference between the mental computation speeds of students depending on their cognitive characteristics. In other words, students with a low attention level finished the games in a longer period of time in comparison with students who have middle and high attention levels. It was concluded that students with a low attention level have lower mental computation speed. The results suggest that within primary school, Kinect-based exergames can be exploited as effective and motivational learning environments.
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