{"title":"教学游戏《Logical Monsters》的解决方案类型","authors":"N. Pavlova, Michaela Toncheva","doi":"10.53656/math2022-5-3-typ","DOIUrl":null,"url":null,"abstract":"The article presents the results of the approbation of the game “Logic Monsters”. The game is aimed at developing logic thinking and is applicable within various educational subjects. Several different implementations of the game’s basic idea have been proposed. Modifications encompass technological performance and cognitive goals directed at both directions of the task. The study covered a core group of students from four countries, aged 14 – 18. A survey, discussion and observation were conducted with them. Additionally, results from a group of teachers and a group of university students with whom discussions and observations were conducted are also presented. Conclusions are obtained and a classification of the types of “solutions” in the different game modifications is presented. A connection is made between the thinking style and the proposed solutions. Several authentic solutions are presented.","PeriodicalId":41818,"journal":{"name":"Mathematics and Informatics","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2022-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Types of Solutions in the Didactic Game “Logical Monsters”\",\"authors\":\"N. Pavlova, Michaela Toncheva\",\"doi\":\"10.53656/math2022-5-3-typ\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The article presents the results of the approbation of the game “Logic Monsters”. The game is aimed at developing logic thinking and is applicable within various educational subjects. Several different implementations of the game’s basic idea have been proposed. Modifications encompass technological performance and cognitive goals directed at both directions of the task. The study covered a core group of students from four countries, aged 14 – 18. A survey, discussion and observation were conducted with them. Additionally, results from a group of teachers and a group of university students with whom discussions and observations were conducted are also presented. Conclusions are obtained and a classification of the types of “solutions” in the different game modifications is presented. A connection is made between the thinking style and the proposed solutions. Several authentic solutions are presented.\",\"PeriodicalId\":41818,\"journal\":{\"name\":\"Mathematics and Informatics\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.2000,\"publicationDate\":\"2022-10-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Mathematics and Informatics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.53656/math2022-5-3-typ\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mathematics and Informatics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.53656/math2022-5-3-typ","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Types of Solutions in the Didactic Game “Logical Monsters”
The article presents the results of the approbation of the game “Logic Monsters”. The game is aimed at developing logic thinking and is applicable within various educational subjects. Several different implementations of the game’s basic idea have been proposed. Modifications encompass technological performance and cognitive goals directed at both directions of the task. The study covered a core group of students from four countries, aged 14 – 18. A survey, discussion and observation were conducted with them. Additionally, results from a group of teachers and a group of university students with whom discussions and observations were conducted are also presented. Conclusions are obtained and a classification of the types of “solutions” in the different game modifications is presented. A connection is made between the thinking style and the proposed solutions. Several authentic solutions are presented.