Thiết kế và sử dụng trò chơi kĩ thuật số trong dạy học môn Toán lớp 6 ở trường trung học cơ sở
- Từ khóa:
- Design
- digital games
- Math
- secondary school
Tóm tắt
Teaching based on digital games is gradually becoming a trend in education in developed countries with certain positive effects. Thanks to the game element, students’ learning process becomes easier and more interesting. This study clarifies the concept of digital games and the characteristics of the digital game-based learning process, thereby proposing the process of designing and exploiting digital games in teaching Mathematics. The proposed process is illustrated through the design and use of digital games in teaching Grade 6 Math. To effectively use digital games in teaching Mathematics, teachers need to be flexible, active and well aware of the lesson objectives to choose a game that is suitable for the lesson goals and content as well as students’ characteristics.
Tài liệu tham khảo
Bertram, L. (2020). Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCT, Standardized Methodology, and Advanced Technology. Frontiers in Psychology, 11(October), 1-10. https://doi.org/10.3389/fpsyg.2020.02127
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research, 86(1), 79-122. https://doi.org/10.3102/
Chen, C. H., Shih, C. C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research and Development, 68(4), 1855-1873. https://doi.org/10.1007/
s11423-020-09794-1
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156-167. https://doi.org/10.1016/j.compedu.2013.02.019
Falloon, G. (2013). Young students using iPads: App design and content influences on their learning pathways. Computers & Education, 68, 505-521. https://doi.org/10.1016/J.COMPEDU.2013.06.006
Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38. https://doi.org/10.1080/15391523.2007.10782494
Juul, J. (2010). The Game, the Player, the World: Looking for a Heart of Gameness. Plurais Revista Multidisciplinar, 1(2). https://doi.org/10.29378/plurais.2447-9373.2010.v1.n2
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24. https://doi.org/10.1016/j.iheduc.2004.12.001
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens’ Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Pew Internet & American Life Project.
Mayer, R., & Johnson, C. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241-265. https://doi.org/10.2190/EC.42.3.A
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 1-4. https://doi.org/
1145/950566.950596
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.2016.05.023
Sung, H. Y., Hwang, G. J., & Yen, Y. F. (2015). Development of a contextual decision-making game for improving students’ learning performance in a health education course. Computers and Education, 82, 179-190. https://doi.org/10.1016/j.compedu.2014.11.012
Tải xuống
Đã Xuất bản
Cách trích dẫn
Số
Chuyên mục
Giấy phép
Tác phẩm này được cấp phép theo Ghi nhận tác giả của Creative Commons Giấy phép quốc tế 4.0 .