DIP: 'Hard Fun' Learning Mathematics: Stimulating Number Sense
DIP:“艰苦的乐趣”学习数学:激发数感
基本信息
- 批准号:1227168
- 负责人:
- 金额:$ 135万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2012
- 资助国家:美国
- 起止时间:2012-10-01 至 2016-11-30
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This project focuses on development of number sense in 7 to 11 year old students through a 3D action game that will train the brain. The project tests a hypothesis that playing a number-sense action game can help children learn beyond the game, making them better overall at number-line sense, precision of numerosity, speed of numerical judgments, and ability to multitask numerical tasks. The innovation is twofold: a game, adapted from first-person shooter games, to train number sense, and a platform that makes it easy to vary aspects of the game (e.g., repetition, speed, number of possibilities) to be able to analyze what is it that is making a difference with respect to learning. Research is identifying the qualities of computer games that will train the brain to be automatic in its judgments and at qualities of experiences that promote such automaticity.This project aims to promote fundamental mathematical competence in a way that makes the mathematics learning feel effortless and genuinely fun. In particular, the aim is to help children develop number sense, an ability to very quickly make estimates and numerical judgments. Such capability is key to keeping up in mathematics; children without that sense tend to lose interest in mathematics because mathematical computation becomes too frustrating. Training number sense, and, in turn, fostering mathematical performance, should allow more learners to think of themselves as "good at math." Cultivating a child's interest in mathematics from a young age has been identified as key to feeding STEM career paths.The vehicle for promoting such mathematics learning is a new type of video game with foundations in first-person shooter games. Rather than shooting, players cast spells that require quick numerical estimates. There is reason to believe that such a game will be as engaging as first-person shooter games are. First-person shooter games have been shown to increase attention and executive control in adults, the kinds of cognitive skills known to foster academic achievement. Because engaging video games will reach and be played by a wide range of children; such a game has potential to reach at-risk populations who most need to better develop their number sense and those important skills. The intent is for the game to be used in informal settings, providing a complementary tool for educators to foster mathematics skills. Research that is done in the context of this game will identify the characteristics of game play that promote skill automation, foundational knowledge that is needed to provide a road map for creating child-friendly consumer video games to improve other important aspects of core cognition beyond number sense.
该项目的重点是通过 3D 动作游戏训练大脑,培养 7 至 11 岁学生的数感。该项目测试了一个假设,即玩数字感动作游戏可以帮助孩子们学习游戏以外的知识,使他们在数轴感、数字精度、数字判断速度以及多任务数字任务的能力方面整体上更好。创新是双重的:一款改编自第一人称射击游戏的游戏,用于训练数字感;以及一个可以轻松改变游戏各个方面(例如重复、速度、可能性数量)的平台,以便能够分析是什么对学习产生了影响。研究正在确定电脑游戏的质量,这些质量将训练大脑自动进行判断,并提高促进这种自动性的体验质量。该项目旨在以一种让数学学习感觉轻松且真正有趣的方式提高基本数学能力。特别是,目的是帮助孩子培养数字感,一种快速做出估计和数字判断的能力。这种能力是跟上数学发展的关键。没有这种意识的孩子往往会失去对数学的兴趣,因为数学计算变得太令人沮丧。训练数感,进而培养数学表现,应该让更多的学习者认为自己“擅长数学”。从小培养孩子对数学的兴趣被认为是培养 STEM 职业道路的关键。促进这种数学学习的工具是一种以第一人称射击游戏为基础的新型视频游戏。玩家施展的不是射击,而是需要快速数值估计的咒语。我们有理由相信这样的游戏将像第一人称射击游戏一样引人入胜。第一人称射击游戏已被证明可以提高成年人的注意力和执行控制力,这些认知技能可以促进学业成绩。因为引人入胜的视频游戏将吸引广泛的儿童并被他们所玩;这样的游戏有可能惠及最需要更好地发展数字意识和重要技能的高危人群。目的是让该游戏在非正式场合使用,为教育工作者培养数学技能提供补充工具。在此游戏背景下进行的研究将确定促进技能自动化的游戏玩法特征,以及为创建儿童友好的消费者视频游戏提供路线图所需的基础知识,以改善数感之外的核心认知的其他重要方面。
项目成果
期刊论文数量(0)
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会议论文数量(0)
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Daphne Bavelier其他文献
I see where you're hearing: how cross-modal plasticity may exploit homologous brain structures
我明白你听到的是:跨模态可塑性如何利用同源大脑结构
- DOI:
10.1038/nn1110-1309 - 发表时间:
2010-10-26 - 期刊:
- 影响因子:20.000
- 作者:
Daphne Bavelier;Elizabeth A Hirshorn - 通讯作者:
Elizabeth A Hirshorn
Combining tDCS with a cognitive control video game training in depression: a multicenter randomized controlled trial (DiSCoVeR)
将经颅直流电刺激(tDCS)与认知控制视频游戏训练相结合治疗抑郁症:一项多中心随机对照试验(DiSCoVeR)
- DOI:
10.1016/j.brs.2024.12.406 - 发表时间:
2025-01-01 - 期刊:
- 影响因子:8.400
- 作者:
Esther Dechantsreiter;Frank Padberg;Linda Rubene;Yuval Benjamini;Stephan Goerigk;Friedhelm Hummel;Amit Lotan;Daphne Bavelier;Elmars Rancans;Mor Nahum - 通讯作者:
Mor Nahum
Improving Methodological Standards in Behavioral Interventions for Cognitive Enhancement
- DOI:
10.1007/s41465-018-0115-y - 发表时间:
2019-01-08 - 期刊:
- 影响因子:1.400
- 作者:
C. Shawn Green;Daphne Bavelier;Arthur F. Kramer;Sophia Vinogradov;Ulrich Ansorge;Karlene K. Ball;Ulrike Bingel;Jason M. Chein;Lorenza S. Colzato;Jerri D. Edwards;Andrea Facoetti;Adam Gazzaley;Susan E. Gathercole;Paolo Ghisletta;Simone Gori;Isabela Granic;Charles H. Hillman;Bernhard Hommel;Susanne M. Jaeggi;Philipp Kanske;Julia Karbach;Alan Kingstone;Matthias Kliegel;Torkel Klingberg;Simone Kühn;Dennis M. Levi;Richard E. Mayer;Anne Collins McLaughlin;Danielle S. McNamara;Martha Clare Morris;Mor Nahum;Nora S. Newcombe;Rogerio Panizzutti;Ruchika Shaurya Prakash;Albert Rizzo;Torsten Schubert;Aaron R. Seitz;Sarah J. Short;Ilina Singh;James D. Slotta;Tilo Strobach;Michael S. C. Thomas;Elizabeth Tipton;Xin Tong;Haley A. Vlach;Julie Loebach Wetherell;Anna Wexler;Claudia M. Witt - 通讯作者:
Claudia M. Witt
Computer vision based algorithm to support correct electrode placement for home-based non-invasive electric brain stimulation
- DOI:
10.1016/j.brs.2023.01.380 - 发表时间:
2023-01-01 - 期刊:
- 影响因子:
- 作者:
Fabienne Windel;Rémy Marc M. Gardier;Gaspard Fourchard;Roser Viñals Terres;Daphne Bavelier;Frank Padberg;Elmars Rancans;Omer Bonne;Mor Nahum;Jean-Philippe Thiran;Takuya Morishita;Friedhelm Christoph Hummel - 通讯作者:
Friedhelm Christoph Hummel
Erratum to: Technology consumption and cognitive control: Contrasting action video game experience with media multitasking
- DOI:
10.3758/s13414-015-1014-2 - 发表时间:
2015-11-03 - 期刊:
- 影响因子:1.700
- 作者:
Pedro Cardoso-Leite;Rachel Kludt;Gianluca Vignola;Wei Ji Ma;C. Shawn Green;Daphne Bavelier - 通讯作者:
Daphne Bavelier
Daphne Bavelier的其他文献
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{{ truncateString('Daphne Bavelier', 18)}}的其他基金
Workshop: Enhancing Well-being and Attentional Control through Games and Interactive Media: A Neuroscientific Approach
研讨会:通过游戏和互动媒体增强幸福感和注意力控制:神经科学方法
- 批准号:
1251546 - 财政年份:2012
- 资助金额:
$ 135万 - 项目类别:
Standard Grant
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