通过文化响应教学法探索数学教育中的 AR 和 VR 工具。

Marja Gabrielle Bertrand, Hatice Beyza Sezer, Immaculate Kizito Namukasa
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引用次数: 0

摘要

人们注意到,增强现实(AR)和虚拟现实(VR)通过支持空间推理和可视化、长期记忆、参与和提高学习动机来促进学生的学习。研究人员将对这些学习工具的探索置于数学教育中的文化响应教学法(CRP)中。研究人员开展了一项与基于设计的研究(DBR)相互关联的定性案例研究。数据收集采用了问卷调查、访谈、观察和文献记录等方法。65 名三至八年级的学生和 10 名成人参加了 STEAM 夏令营。学生们使用积木式编码、数字和手工设计材料等工具来学习、理解和应用数学概念(即进行数学思考和建模)。研究人员设计并教授了学习活动,这些活动使用了类似游戏设计的编码软件和 Cospaces Edu 应用程序。AR 和 VR 活动是在讲故事和文化艺术品的学习情境中进行的。研究人员报告了研究结果,分析了通过活动学习到的数学概念。具体来说,当学生在应用程序的故事情境中使用类似游戏设计的软件时,他们的学习积极性得到了提高。
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Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies.

Augmented reality (AR) and virtual reality (VR) have been noted to enhance student learning by supporting spatial reasoning and visualization, long-term memory, engagement, and increased motivation. The researchers situated the exploration of these tools for learning within the culturally responsive pedagogy (CRP) in mathematics education. The researchers conducted a qualitative case study interlinked with design-based research (DBR). Data were collected using questionnaires, interviews, observations, and documentation. Sixty-five students in grades three to eight and 10 adults participated in the context of a STEAM camp. Students used tools such as block-based coding and digital and crafting design materials to learn, understand, and apply mathematical concepts (i.e., for mathematical thinking and modelling). The researchers designed and taught the learning activities which used a game-design-like coding software and Cospaces Edu app. The AR and VR activities were within the learning contexts of storytelling and cultural artifacts. The researchers report the study's results, analyzing mathematics concepts learned through the activities. Specifically, students' motivation was boosted when students used game-design-like software within the storytelling context of the app.

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Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies.
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