Confrustion and Gaming While Learning with Erroneous Examples in a Decimals Game

Confrustion and Gaming While Learning with Erroneous Examples in a Decimals Game
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DOI:
10.1007/978-3-030-52240-7_38
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发表时间:
2020-06-10
期刊:
Artificial Intelligence in Education
影响因子:
--
通讯作者:
Baker RS
Baker RS
中科院分区:
其他
文献类型:
--
作者:
Mogessie M;Elizabeth Richey J;McLaren BM;Andres-Bray JM;Baker RS

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以前的研究已经探讨了错误的例子,帮助学生更有效地学习,纠正小数问题的解决方案中的错误的潜力。最近的一项研究发现,虽然学生在处理错误的例子时会遇到更多的困惑和挫折(confrustion),但他们对十进制概念的记忆力更好。在这项研究中,我们调查了这一发现是否可以在数字学习游戏中复制。在错误示例(ErrEx)版本的游戏中,学生看到一个角色玩游戏并犯错误,然后他们纠正角色的错误。在问题解决(PS)版本中,学生们自己玩游戏。我们发现,在前测(r =-0.62,p <0.001)和后测(r =-0.68,p <0.001)中,困惑与表现呈显著负相关,游戏系统也是如此(前测r =-0.58,p <0.001,后测r =-0.66,p <0.001)。Posthoc(Tukey)测试表明,没有看到任何错误示例的学生(仅PS)的困惑(p < .001)和游戏(p < .001)水平显着降低。虽然我们没有发现在不同条件下的测试后表现有显着差异,但我们的研究结果表明,在游戏和非游戏环境中,使用错误示例的学生会经历更高水平的困惑。
Prior studies have explored the potential of erroneous examples in helping students learn more effectively by correcting errors in solutions to decimal problems. One recent study found that while students experience more confusion and frustration (confrustion) when working with erroneous examples, they demonstrate better retention of decimal concepts. In this study, we investigated whether this finding could be replicated in a digital learning game. In the erroneous examples (ErrEx) version of the game, students saw a character play the games and make mistakes, and then they corrected the characters’ errors. In the problem solving (PS) version, students played the games by themselves. We found that confrustion was significantly, negatively correlated with performance in both pretest (r = −.62, p < .001) and posttest (r = −.68, p < .001) and so was gaming the system (pretest r = −.58, p < .001, posttest r = −.66, p < .001). Posthoc (Tukey) tests indicated that students who did not see any erroneous examples (PS-only) experienced significantly lower levels of confrustion (p < .001) and gaming (p < .001). While we did not find significant differences in post-test performance across conditions, our findings show that students working with erroneous examples experience consistently higher levels of confrustion in both game and non-game contexts.
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