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1.
This study measured the effects of an online supplementary mathematics curriculum designed for middle school English language learners who speak Spanish as a first language. A randomized experiment measured the achievement differences between middle school English language learners who used the Web-based HELP Math (Help with English Language Proficiency) curriculum and students who used other technology-based programs. Three hundred and ninety-six students participated. Both groups made statistically significant gains from pretest to posttest within their respective curricula, but no main effect was found between the two groups. Post hoc analyses revealed that students with higher levels of English proficiency, who participated in the comparison condition, performed significantly better than students in the HELP Math condition, while students with lower levels of English proficiency performed better in the HELP Math program (although these differences were not statistically significant). Findings are interpreted with caution due to the truncated length of the intervention.  相似文献   

2.
This study examined the effects of using an online flexible educational game on students’ attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game’s effectiveness on changing students’ attitude. The participants of the study were 79 students who were randomly assigned to a control and treatment group, as well as four coordinator teachers. The game was configurable and it was used as a supplementary teaching method. The intervention lasted 14 weeks and the data collection was based on quantitative measures and interviews. The results of the analysis indicated that the game approach was effective on improving students’ attitude towards mathematics and that it also resulted in better learning outcomes in the treatment group as compared to that of the control group. Furthermore, it was shown that the gender of the students did not influence the positive effect of the game on students’ attitude. These results suggest that the incorporation of flexible games into the traditional teaching of mathematics could possibly bring beneficial effects.  相似文献   

3.
As students enter the upper elementary grades, word problems become a main component of mathematics instruction, increasing in complexity as students advance through the curriculum. For students identified as emergent bilinguals with mathematics difficulty (MD), the linguistic complexity inherent in word problems may serve as a barrier to word-problem proficiency. The current study investigated the potential relation between academic English proficiency and word-problem outcomes for emergent bilinguals with MD. After analyzing data from 241 third-grade students, results indicated students who participated in an evidence-based word-problem intervention outperformed students who did not receive the intervention. Moreover, students’ academic English-language proficiency scores in the domains of reading and writing positively correlated with higher scores on a measure of word-problem solving.  相似文献   

4.
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.  相似文献   

5.
Research Findings: Effective preschool mathematics instruction is especially important for low-income children. Previous research demonstrates that low-income children enter kindergarten behind their middle-income peers. They receive less mathematics support at home and from public preschools. The aim of this study was to test Math Shelf, a tablet intervention designed to improve at-risk preschoolers’ mathematics performance. A total of 100 children participated in a randomized controlled trial in a large urban Head Start center. Intervention students played Math Shelf on tablet computers for 6 weeks, whereas comparison students played the most downloaded and best reviewed preschool math apps on tablets for an equal amount of time. During game play, graduate student researchers supervised intervention and comparison students in separate rooms. Intervention and comparison groups did not differ on pretest assessments. Math Shelf students performed statistically significantly better (Cohen’s d = 0.57) than comparison students at posttest. Practice or Policy: Math Shelf results suggest that teachers can enhance low-income preschoolers’ mathematics knowledge in a relatively short amount of time by incorporating developmentally appropriate tablet interventions.  相似文献   

6.
In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students’ academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real game-playing scores of an elementary school students in Turkey. First, researchers selected a single-player strategy game. Second, the selected game was given to 105 fifth-grade students, who had not played it before, so that they could play it over a 30-minute period. The most successful student of the group finished the 23rd level of the game and collected 8152 points in total. In order to investigate the correlation between strategy game performance and academic performance, researchers derived the students’ average exam scores for six different courses (mathematics, physical science, science and technology, visual arts, music, and social sciences) from official documents. At the end of the study, it was found that participants’ mathematical or physical science skills were positively correlated with game success; however, a negative relationship was not exists between an individual's computer game success and academic performance.  相似文献   

7.
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students’ code. For this purpose, we performed a teaching intervention that took place over five weeks, with two-hour sessions per week, plus two more weeks for the pretest and post-test projects. Students were taught programming concepts through a science project; one group represented the function of a basic electric circuit by creating a simulation, while the other group represented the same function by creating a video game in which a player should achieve a score in order to win. Video game construction resulted in projects with higher CT skills and more primitives, as measured through projects’ code analysis. Moreover, the video-game context seems to better motivate students for future engagement with computing activities.  相似文献   

8.
This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7?weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p?<?0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students?? confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game.  相似文献   

9.
Abstract

The authors examined the effects of implementing an instructional system that automates application of evidence-based components of effective instruction on student mathematics achievement and on classroom behaviors known to be related to overall student achievement outcomes. A treatment group of 157 4th- and 5th-grade students used the intervention in conjunction with the Everyday Math curriculum. Student performance was compared with a within-school control group of 61 4th- und 5th-grade students, as well as all 4th- and 5th-grade students in the district (N = 6,385). The students in the control groups received only the Everyday Math curriculum. Results indicate that the implementation of the instructional management system as an enhancement to Everyday Math resulted in an increase in the amount of time spent on classroom activities that researchers have identified as contributing to positive academic outcomes. Furthermore, students who used the Accelerated Math program demonstrated greater mathematics achievement gains than did the control groups.  相似文献   

10.
Theories of psychology and mathematics education recommend two instructional approaches to develop students’ mental representations of number: The “exact” approach focuses on the development of exact representations of organized dot patterns; the “approximate” approach focuses on the approximate representation of analogue magnitudes. This study provides for the first time empirical evidence for the specific effects of these approaches by implementing them in a highly controlled learning environment. 147 first-graders were randomly assigned to one of three intervention groups that used an “exact”, an “approximate”, or both versions of the same computer game, or to a control group. Performance on tasks requiring exact or approximate number processing as well as achievement in arithmetic were measured before and after the intervention. Results show that performance improved on tasks related to the exact or approximate number aspect trained, but there was no crossover effect. Achievement in arithmetic increased for the experimental groups and tended to be higher after only exact or only approximate training. Implications for teaching and learning in the classroom are discussed.  相似文献   

11.

Project Ga‐GEMS (Georgia's Project for Gifted Education in Math and Science) viewed the effect that placement in an integrated, hands‐on mathematics and science curriculum had on the achievement of academically talented high school students. For a two‐year period of time, students gifted in the areas of mathematics and science participated in a curriculum which incorporated higher‐level thinking skills and more real life laboratory experiences into mutually reinforcing mathematics and science lessons. After the conclusion of the two‐year program, Ga‐GEMS participants and a control group were given the mathematics and science sections of the ACT as they exited the tenth grade. The Ga‐GEMS students scored significantly higher on the Science Math Total, Pre‐Algebra/Elementary Algebra, Intermediate Algebra/Coordinate Geometry and Plane Geometry/Trigonometry sections of the ACT. To determine if the Ga‐GEMS students retained their higher scores throughout high school the SAT scores of both groups were compared as the students exited high school. Significant differences in the areas of total score and mathematics were noted. This study lends support for the use of a differentiated curriculum for educating gifted students in science and mathematics.  相似文献   

12.
13.
The study analyzes the effects of grade repetition on science and mathematics achievement and on self-concept in mathematics using longitudinal data from a representative sample of 9th graders in Germany. Same-age comparisons were applied between three groups: (a) the retained students, (b) a matched group of promoted students, and (c) the entire group of promoted students. The results show that the retained students have a higher self-concept in mathematics after one year of retention than before. Summarizing these empirical findings concerning achievement, we conclude that retention in the 9th grade does not reduce the gap in academic achievement to the regular promoted students.  相似文献   

14.
Hospitality students are required to be able to address challenging cases or problems in the work environment. However, traditional lecture- or exam-based instruction leaves a gap between theory and practice. On the other hand, modern youth live and socialise in an increasingly digital environment, and one of their biggest pastimes is playing games. This study employs a game environment to improve students’ problem-solving abilities; the purpose of this article is therefore to determine if the game is effective in this regard. This study selected two classes of hospitality management students as subjects, and randomly assigned them as the control group and the experiment group. The entire process of the study consisted of the pre-test, game training and the post-test. Only the experiment group participants were trained with the game. The quantitative and qualitative results indicate that the use of the game is beneficial in improving students’ problem-solving performance.  相似文献   

15.
In this study, the aim was to examine how small-group collaboration is shaped by individuals interacting in a virtual multiplayer game. The data were collected from a design experiment in which six randomly divided groups of four university students played a voice-enhanced game lasting about 1 h. The ‘eScape’ game was a social action adventure developed as a part of the study. In the analysis of the video data, students' discourse functions during the game were analysed with content analytic methods for studying the nature of their interaction. An effort was made to analyse the data on both group and individual levels, and therefore the participants' prior social ties and experience in gaming were studied as well. The results showed that the students' main discourse functions in their conversation were Question, Content Statement, Instruction or Order and Response. It was found that individual students, especially those with prior knowledge of gaming or prior social ties, can have a major impact on the social interaction and the outcome of collaboration. It can be concluded that the eScape game allowed the students to engage in true and constructive collaborative activity, and in the future multiplayer games could be used, for example, to promote group cohesion and development, when employed in a pedagogically meaningful manner.  相似文献   

16.
This study was conducted in order to examine the effects of the Know-Want-Learn (KWL) strategy on 6th graders’ mathematics achievement, metacognitive skills and mathematics anxiety. A pretest-post test control group quasi- experimental design was used in the study. The sample of the study was composed of 55 6th graders attending public elementary schools. The data have been collected by administering the “Math Achievement Test”, “Metacognition Inventory” and the “Math Anxiety Scale”. The “KWL strategy” was used in teaching mathematics to the study group whereas the control group was taught using the “traditional method”. The results of the study showed that employing the “KWL strategy” in 6th grade mathematics can be effective in increasing achievement and metacognition while it was no efficient than the traditional method regarding the reduction of anxiety.  相似文献   

17.
The aim of this study was to determine the effects of an educational computer game, Lola’s World, on low-performing children’s early numeracy skills. Four preschools with 33 children from families of low socio-economic status (M age = 5.5 years) took part in this study. Of the 33 children, 23 were split randomly into two groups: an intervention group playing a numeracy game (Lola’s World) and an active control group playing an early reading skills game (Lola’s ABC party). The remaining 10 children served as a passive control group. The intervention phase lasted three weeks, during which time the children played the games daily for about 15 min. The children’s numeracy skills were measured using the Early Numeracy Test. Those children (n = 22) who exhibited low numeracy (i.e. at risk for learning difficulties in mathematics) were included in the analyses. The three groups did not differ in terms of parental educational levels or home languages. They were comparable in terms of nonverbal reasoning and the amount of time spent playing. The Lola’s World group improved its early numeracy performance from pretest to post-test. No between-group differences were found. The results are discussed in relation to providing game-based support for low-performing preschoolers.  相似文献   

18.
In this study we investigated the role of a dynamic online game on students’ early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10–12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the students’ online working when solving the problems. Before and after the intervention a paper-and-pencil test on early algebra was administered. The data analysis revealed that the online working contributed to the students’ early algebra performance. There was a significant gain in performance across all grades. The highest effect was found in grade 6. Out of the three strategy profile clusters that could be distinguished in the whole sample, the cluster dominated by using extreme values and the cluster characterized by the trial-and-error strategy were most influential on the gain in early algebra performance. The students’ level of online working, which was defined as a combination of online involvement and strategy use, appeared to have a marginally significant effect on the gain score for the total sample. Per grade there was no significant effect, yet the levels of online working were significantly related to grade. Free playing was mostly performed in grade 4, looking for answers in grade 5, and exploring relations slightly more in grades 5 and 6. About 17 % of the effect of grade on the gain score was mediated by the level of online working.  相似文献   

19.
This Javits grant evaluation study sought to develop latent abilities in economically disadvantaged students by providing opportunities for mathematics development and acceleration. This study examined the effects of Kumon instruction, a supplementary, highly sequential, individualized method of developing mathematics skills. Whole classes of Title I elementary school students from grades two through five were divided into two groups, those with Kumon instruction and those without. All students continued with traditional textbook mathematics. Pre‐and posttests were administered to all participants to assess progress, compare standardized test results, and examine levels of acceleration. Results showed that Kumon group students improved their mathematics skill levels more than non‐Kumon group students, and they scored significantly higher than non‐Kumon group students two years after their Kumon instruction ended.  相似文献   

20.
This study investigates how the use of calculators during high school mathematics courses is associated with student performance in introductory college calculus courses in the USA. Data were drawn from a nationally representative sample of 7087 students enrolled in college calculus at 134 colleges and universities. They included information about students’ demographics, standardized test scores, and high school mathematics course enrollment and performance. Factor analysis reduced ten items describing high school calculator usage to two composites: how extensively calculators were employed and teacher-imposed restrictions on their use. Hierarchical linear models predicted students’ college calculus grades, reported by their professor, while controlling for differences between colleges and student backgrounds. The more extensively students had used calculators in high school, the lower their grade in college calculus. However, students earned higher college calculus grades to the extent that their high school teachers had limited calculator use on quizzes and exams and had restricted calculator use until paper-and-pencil methods had been mastered, which offset the negative association of extensive calculator use with grades. The effect sizes of both calculator composites were very small. Overall, the findings raise doubts about any substantial long-term effects on college mathematics performance of calculator use in high school.  相似文献   

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