教育性电子游戏对小学高年级学生数学和问题解决能力的影响

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Information and Communication Technology Education Pub Date : 2022-01-01 DOI:10.4018/ijicte.313955
Praveen Kumar G., Vasimalairaja M.
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引用次数: 0

摘要

本研究考察了通过教育电子游戏和传统课堂教学方法对学生数学学习后的表现、记忆表现和解题能力的影响。本研究采用准实验设计。样本来自泰米尔纳德邦南部锡瓦甘盖地区卡拉库迪的Alagappa模范高中。受访者为90名学生(46名男生,44名女生)。结果显示,实验组和对照组在测试后得分、记忆测试分数、性别和地区上存在显著差异。该研究得出结论,教育电子游戏学习显著提高了学生的成绩和记忆能力。因此,本研究建议,这种面对面与线上授课相结合的学习方式,可以有效地运用在小学高年级学生的数学学习与解题中,以提高成绩与记忆。
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Influence of Educational Video Games for the Achievement of the Mathematics and Problem-Solving Abilities of Upper Primary School Students
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district in southern Tamilnadu. Respondents were 90 students (46 boys and 44 girls). The findings revealed that there was a significant difference in the post-test scores, retention test scores, gender, and localities of experimental and control groups. The study concluded that educational video game learning significantly improves students' achievement and retention capacity. Therefore, the study recommended that this advent of learning that combines both face-to-face and online delivery can effectively be utilized in learning mathematics and problem solving to enhance the performance and retention among upper primary school students.
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来源期刊
CiteScore
4.20
自引率
10.00%
发文量
26
期刊介绍: IJICTE publishes contributions from all disciplines of information technology education. In particular, the journal supports multidisciplinary research in the following areas: •Acceptable use policies and fair use laws •Administrative applications of information technology education •Corporate information technology training •Data-driven decision making and strategic technology planning •Educational/ training software evaluation •Effective planning, marketing, management and leadership of technology education •Impact of technology in society and related equity issues
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