Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning

Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning
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数学学习的教学变革:利用数字游戏学习的力量

DOI:
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发表时间:
2018
期刊:
J. Educ. Technol. Soc.
影响因子:
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通讯作者:
S. P. Hwa
S. P. Hwa
中科院分区:
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文献类型:
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作者:
S. P. Hwa

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科技的应用,特别是多媒体课件的使用,在今天的教育中已变得越来越普遍,激发了教学和学习的创新方法。随着将信息和通信技术(信通技术)纳入学习和教学的兴趣日益增长,多媒体技术和数字游戏的使用提供了另一种教学方法。多媒体对象在课堂环境中扮演着重要的角色,因为它能够为学习者提供一个有效获取知识的虚拟环境。本文介绍了一项研究项目的部分结果,该项目的重点是多媒体技术的优势和数字游戏为基础的学习的好处。本文通过一个名为“DigiGEMS”的交互式多媒体课件中的样例课程,强调了数字游戏作为数学学习中一种重要工具的使用。本研究旨在探讨青少年学生对数学概念学习的态度是否积极。DigiGEM的目标对象是7至9岁的小学生,他们可以以吸引人的方式练习数学思维技能。本文亦阐述了利用多媒体和游戏方式激发小一至小三学生数学学习的成效。研究结果证实了数字游戏学习比传统的课堂学习更有效地获得数学知识的假设。希望本文的讨论将鼓励其他研究人员不仅在数学数字游戏学习环境中对儿童的学习进行进一步的研究,而且将游戏学习用于其他学科,如科学和语言,其中上述元素(即,多媒体对象和数字游戏)被内聚地和动态地集成,以优化
Technological applications, especially the use of multimedia courseware have become more common in today’s education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games offered an alternate method of instruction. Multimedia objects play an important role in the classroom setting because of its ability to provide a virtual environment for learners to effectively acquire knowledge. This paper presents part of the findings of a research project that focused on the advantages of multimedia technology and the benefits of digital game-based learning. By using sample lessons from an interactive multimedia courseware called “DigiGEMs,” this paper emphasizes the use of digital games as a vital tool in mathematics learning. The study sets out to examine if a positive attitude exists among young learners towards the learning of mathematical concepts. The DigiGEMs is targeted at primary school children aged between 7 to 9 years old, who can practice mathematical thinking skills in an appealing manner. This paper also describes the efficacy of using multimedia and game-based approaches to motivate mathematical learnings among Primary 1 to 3 students. The research findings corroborate with the hypothesis that digital game-based learning is more effective than traditional class-based learning in acquiring mathematical knowledge. It is hoped that the discussion in this paper will encourage other researchers to not only conduct further studies on children’s learnings in the context of digital game-based learning environment in mathematics, but also to adopt game based-learning for other subjects such as science and languages in which the above elements (i.e., multimedia objects and digital games) are cohesively and dynamically integrated to optimise the