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The effects of an educational video game on mathematical engagement

机译:教育视频游戏对数学参与的影响

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In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students. In this study, we examined overall engagement and three sub-domains of engagement as outcome variables after ten sessions of treatment with fifth grade students. The results showed that both male and female the video game group had slight increases in all engagement levels while students, particularly male, in the paper-and-pencil drill group displayed large decreases in all engagement levels. Implications of the study are 1) more fine-grained evidence of engagement in three sub-domains after implementing an educational video game, and 2) a consideration of gender differences in engagement levels in mathematics in the adoption of a video games.
机译:为了最大程度地提高数学成功率,我们的研究团队在美国东部五所学校的五年级数学教室中实施了教育视频游戏。该教育游戏是由我们的多学科研究团队开发的,旨在实现五年级学生数学思维的假设学习轨迹。在这项研究中,我们对五年级学生进行十次治疗后,检查了总体参与度和参与度的三个子域作为结果变量。结果显示,视频游戏组中的男性和女性参与度都略有增加,而纸笔练习组中的学生,尤其是男性,则呈现出所有参与度的大幅下降。该研究的意义是:1)在实施了教育性视频游戏后,更细粒度的证据表明参与了三个子域; 2)在采用视频游戏时,考虑了数学参与度方面的性别差异。

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