Effects of Playing an Educational Math Game That Incorporates Learning by Teaching

Effects of Playing an Educational Math Game That Incorporates Learning by Teaching
复制标题

DOI:
10.1177/0735633118797133
复制
发表时间:
2018-08
影响因子:
4.8
通讯作者:
Logan Fiorella;Shelbi L. Kuhlmann;Jennifer J. Vogel-Walcutt
Logan Fiorella;Shelbi L. Kuhlmann;Jennifer J. Vogel-Walcutt
中科院分区:
教育学2区
文献类型:
--
作者:
Logan Fiorella;Shelbi L. Kuhlmann;Jennifer J. Vogel-Walcutt

文献摘要

被引文献

相似文献

本研究测试了在中学数学课上实施一个基于计算机的叙事教育游戏的效果。游戏玩法包括在虚拟宇宙飞船中航行,并通过定期参与教学活动(游戏邦注:包括帮助角色解决数学问题)来完成任务。在测试前/测试后的配对组设计中,58名中学生要么在4天的时间里玩10个小时的游戏来代替他们的典型数学指导(游戏组),要么接受由一组匹配的练习问题组成的传统数学指导(对照组)。与我们的假设相反,测试后测量的结果表明,两组之间的学习成果或动机没有显著差异。重要的是,补充观察数据表明,游戏组的学生在游戏过程中花了大量时间参与与游戏教育内容无关的活动(例如,导航虚拟世界),只有20%的时间参与教与学的活动。这些结果突出了设计教育游戏的重要性,即有效地平衡旨在娱乐学习者和旨在促进学习的功能。讨论了在课堂教学中实施教育游戏的意义。
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest matched-groups design, 58 middle-school students either played the game for 10 hours over 4 days in place of their typical math instruction (game group), or they received conventional math instruction that consisted of a matched set of practice problems (control group). Contrary to our hypotheses, results from posttest measures indicated no significant differences in learning outcomes or motivation between the two groups. Importantly, supplementary observational data indicated that students in the game group spent much of their time during gameplay engaging in activities unrelated to the educational content of the game (e.g., navigating the virtual world) and only 20% of their time engaging in learning-by-teaching activities. These results highlight the importance of designing educational games that effectively balance features intended to entertain learners and features intended to promote learning. Implications for implementing educational games into classroom instruction are discussed.