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1.
The benefits of using digital games in the curriculum are well documented in literature. Most teachers who use digital games use short-form drill-and-practice learning games rather than the kinds of games most students would choose to play in their free time. The use of more interactive, immersive digital games (IDGs) in classrooms tends to be sporadic, dependent upon the enthusiasm and ingenuity of individual teachers. Previous studies have indicated that many teachers have concerns about using digital games in classrooms and have difficulties knowing how to best use digital games. This qualitative study presents a professional development model for teachers that was inductively derived through analysing in-depth, semi-structured interviews with 13 educators who have used digital games in the classroom. Implementing this model can help teachers develop attitudes and skills necessary to meaningfully use interactive, IDGs in their classrooms. Evidence suggests that a mentor should have a strong understanding of how to use digital games effectively in classrooms, work with small cohorts of teachers to collegially plan the use of digital games within a unit of class work, trial the unit of work with a small number of enthusiastic teachers, and then implement it with the remaining teachers. This approach is based on interviews with educators who have successfully mentored teachers in their schools to use interactive, IDGs in their classrooms. These educators encountered little resistance from their teaching colleagues. Their approach further supported teachers who were open to the possibilities of using digital games in their classrooms.  相似文献   

2.
Technological devices are widely used in various forms and for various purposes with educational systems. Teachers are required to not only use technology with the utmost efficiency, but to also act as role models for students in terms of appropriate use of technology. However, many teacher candidates are not aware of the educational use of technology classroom; hence, technology must be especially integrated into undergraduate teacher training programs through courses and field experience. Various methods, techniques, tools, and equipment are utilized in order to improve the efficiency of teaching and learning processes in the classroom, of which digital storytelling is one of them. The use of digital stories in education is beneficial both for teachers and students. For this reason, this research investigates the use of digital stories in mathematics education as well as the opinions and experiences of mathematics teacher candidates about creating, using, and evaluating digital stories. Data of the study were collected via semistructured interviews, transcribed, and content analyzed. The results of the study showed that prospective math teachers preferred GoAnimate program to create digital stories due to its ease of use, design, and the characters and visuals it suggests. Furthermore, the prospective teachers were found to aspire to use digital stories in their future careers.  相似文献   

3.
This study examined the effects of a graduate level, professional development (PD) course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding the use of digital games in the classrooms, teacher involvement in educational game design, and constructionist gaming. Twenty-one teachers participated in the study. Both quantitative and qualitative data were collected from pre- and post-surveys and participants’ reflections on major assignments. The results revealed significant changes in participants’ perceptions, attitudes, and self-efficacy. At the end of the course, all participants believed that digital games could be helpful for students’ learning and help students develop real-world skills, including higher-order thinking, problem solving, decision making, and collaboration skills. They also felt more comfortable using digital games in the classroom after completing the course. All participants agreed or strongly agreed that teachers should be involved in the process of educational game design. The participants also realized that constructionist gaming could provide an engaging and meaningful context where students can practice and develop real world skills. This study examined the impact of the PD experience on the participants’ behavioral intentions beyond their perceptions and attitudes. The results showed that the PD experience had a positive influence on the participants’ behavioral intentions. The findings of this study provide useful insights into teacher professional development.  相似文献   

4.
In this study, teachers are giving an opportunity to design and develop their own educational games. The following three questions guide the research: (1) What are the characteristics of teacher designed and developed games? (2) What theories do teachers use when they make games for educational purposes? (3) What are the design considerations when teachers engage in game authoring experiences? Framed in a qualitative, naturalistic case study perspective, this paper explores 83 teachers’ experience and thinking grounded in enactivism. Participating teachers are enrolled in a graduate course focusing on game based learning. Data sources include: teacher written assignments, teacher created digital artifacts, instructor’s reflective journal, and learner feedback after class. The analysis of the data show that teachers tend to create quiz games using the software they are familiar with, prefer collaborative design process, and math is a popular subject for games. They like to author games that are customized, with detailed storylines, and are appropriate for the local contexts. Implication and recommendations are also discussed.  相似文献   

5.
Significant barriers to using digital games in classrooms exist despite evidence to indicate digital games can enhance academic achievement. This qualitative, grounded theory study purports an interpretive understanding of the experiences of 13 Australian teachers who have used immersive digital games (IDGs) in the classroom. These teachers participated in in-depth, semi-structured interviews that were one to two hours in duration. A key finding of this study is that teachers who use IDGs in the classroom can experience varying degrees of alienation from their teaching colleagues. This paper presents a model of the process of ‘Feeling Alienated’ experienced by some educators using IDGs in their classrooms. It begins with ‘the lone believer’ teacher who has strong beliefs in the value of using IDGs for student learning. Resentment by some colleagues, curriculum and classroom concerns, and insufficient advocacy contribute to the lone believer feeling alienated. This leads the lone believer to minimise the impact of their use of IDGs. The study concludes that, whilst negative teacher attitudes towards the use of IDGs in the classroom persist, the potential impact of IDGs in the classroom will not be fully realised.  相似文献   

6.
In the recent decade, a number of literature reviews were conducted to examine the effectiveness of learning games. However, prior reviews typically focused on providing a synopsis of the overall research trends and the games’ impact on cognitive and non-cognitive learning, without providing critical and contextual information of learning-gameplay integration or the game design features. The current review focuses on recent empirical studies that implement learning games for K-12 mathematics education during the time period of 2008–2021 via a systematic search of the databases. Forty-three papers were identified as the result of a three-stage data extraction process. We identified the trends of implementing learning games in mathematics education and the ways to designing and integrating math content in gameplay. We propose that more research is needed to examine the design and use of learning games for math learning in K-12 settings. Recommendations for future game-based learning design and research are presented.  相似文献   

7.
Researchers have offered, in recent years, compelling reasons for considering the potential of digital games to support learning and in response policy-makers and educators around the world have demonstrated a commitment to exploring their practical use in school. There remain, however, many questions about how games can best support learning, particularly in formal education. This paper examines the implications of formal game-based learning for teachers developing their own digital learning games, exploring two guiding overarching research questions. What strategies are employed by teachers to manage intergenerational, technological, operational and pedagogic tensions in the classroom? And to what extent is the notion of being a “designer” visible in their professional practice? The paper suggests that there are multiple ways of “being a designer” for teachers, and that the notion of “designer” may be a more problematic representation of teacher agency and identity than currently visible in the literature.  相似文献   

8.
The findings presented in this article were derived from a 3- year study aimed at examining issues associated with the use of computers for secondary mathematics learning in Victorian (Australia) schools. Gender and other equity factors were of particular interest. In this article, the focus is on the participating mathematics teachers. Data on their perceived competence levels with technology, and their use of and beliefs about computers for their male and female students’ mathematics learning were gathered. A clear majority of teachers felt comfortable about, and did use, computers for teaching mathematics, and believed that computers helped students’ mathematical learning. Generally, the teachers considered boys to be more confident and capable than girls with computers. The results have implications for pre-service education programs and for the professional development of practicing secondary mathematics teachers.Various findings included in this article have been presented at a range of mathematics education conferences including: AAMT (2003), MAV (2003), and ICME 10 (2004).  相似文献   

9.
Implementing mobile learning in curriculum-based educational settings faces challenges related to perceived ethical and learning issues. This study investigated the affordances of mobile technologies to support mathematics instruction by teachers. An exploratory study employing questionnaires and semi-structured interviews revealed that, while mathematics instruction can be augmented with mobile learning, the majority of schools in Indonesia have banned student use of mobile phones in classrooms. Teachers are concerned about the improper use of mobile phones that could impact their students' mental well-being and distract them from learning. Most teachers perceive mobile technologies to be disruptive and seem reluctant to use them for teaching delivery. However, teachers are eager to experiment with digital technologies within mathematics instruction. Our findings suggest infusing alternate technologies that fit better with the school's teaching and learning environment. This includes web-based applications that can run on different digital devices ranging from desktop computers, laptops, and tablets, to mobile phones. We propose setting up communities of practice for mathematics teachers to share their instructional repertoire on integrating digital technologies within the classroom.  相似文献   

10.
The objective of this small study was to elicit responses from early childhood teachers in India on mathematics learning strategies and to measure the extent of finger counting technique adopted by the teachers in teaching young children. Specifically, the research focused on the effective ways of teaching mathematics to children in India, and examined teachers’ approach to number counting. In India, children were taught by their parents or by their teachers to use fingers to count. The qualitative study conducted by the researcher further enriched the topic with first‐hand comments by the teachers. Although the finger counting method was not the only process that teachers would adopt, it was embedded in the culture and taken into consideration while infusing mathematics skills. The teachers confirmed adopting the Indian method of finger counting in their teaching strategy; some specified that the method helped children to undertake addition and subtraction of carrying and borrowing, as counting by objects could not be available all the time. Although the study is limited by its small sample to the unique mathematics learning experience in India, it provides readers with a glimpse of culturally responsive teaching methods and an alternative mathematics teaching strategy.  相似文献   

11.
Recent years have seen a surge of calls for personalization of education. Automatised adaptivity in serious games has been advocated as a potential instantiation of such calls. Yet little is known about the extent to which personalised learning through automatised adaptivity poses an advantage for language learning over generalised teacher-led sequencing in digital, game-based learning environments. The goal of this paper is to address this question by comparing the learning outcomes in reading accuracy and fluency of didactic sequences designed by EFL teachers or by an adaptive algorithm. A total of 67 participants completed several proficiency and reading skills pretest and posttest and used the iRead system for 6 months. Results showed that all learners made progress in reading skills, but no significant differences were found between the two sequences in relation to the development of reading skills. It was also shown that adaptivity works best if it leads to increase in the number of games per feature. Results are discussed in the context of previous findings, and the role of adaptivity and sequencing is critically assessed.

Practitioner notes

What is already known about this topic?
  • Serious games have the potential to aid learning but empirical research is needed.
  • Findings about the efficiency of serious games are mixed.
  • Current and reviewed versions of the Simple View of Reading constitute a suitable framework to measure reading acquisition.
What this paper adds?
  • It contributes to the growing corpus of research on digital serious games.
  • It provides empirical evidence on the use of an adaptive system in formal education.
  • Comparing a teacher-led sequence to an algorithmic adaptive sequence on the same digital serious game has never been done before.
  • The paper shows the need to obtain both system-internal and system-external data in order to capture the impact of gameplay on the development of L2 reading skills.
Implications for practise and/or policy
  • It sheds some light on how certain game designs may actually help practise with different degrees of intervention by teachers.
  • It is interesting for teachers to use an adaptive sequence that they can check and intervene in if needed.
  相似文献   

12.
There has been extensive investigation into factors affecting digital technology integration in learning and teaching, but the complexity of integration continues to elude understanding. Thus, questions about how digital technologies can be best used to support learning persist. This paper argues that methods designed to address complex systems are needed to understand the interplay between teaching, learning and digital technologies. Starting with a developing system model of teachers' technology integration, this study revises the model to include factors of students' experience using digital technologies and beliefs about learning. The revised model is then used to demonstrate possible effects of student experiences in a technologically integrated group learning task. Analysis draws on data from a large-scale Australian study of technology innovation (N = 7406). Data mining techniques are used to identify patterns of students' technology use and perceptions of group work. Findings inform revision of the model to include factors of students' experience and learning and their effects on teachers' practice. Implications for learning design and students' learning experiences are explored.  相似文献   

13.
A professional learning program for teachers of junior secondary mathematics regarding the content and pedagogy of senior secondary mathematics is the context for this study of teachers’ mathematical and pedagogical knowledge. The analysis of teachers’ reflections on their learning explored teachers’ understanding of mathematical connections and their appreciation of mathematical structure. The findings indicate that a professional learning program about senior secondary mathematics can enable practicing teachers to deepen and broaden their knowledge for teaching junior secondary mathematics and develop their practice to support their students’ present and future learning of mathematics. Further research is needed about professional learning approaches and tasks that may enable teachers to imbed and develop awareness of structure in their practice.  相似文献   

14.
Mathematics education researchers have investigated mathematics anxiety in prospective elementary teachers. While many of these studies have focused on the bodily sensations and emotions of mathematics anxiety, particularly those felt in assessment situations, opportunities remain to investigate how prospective elementary teachers interpret their experiences with mathematics anxiety and connect them over time to compose personal histories of mathematics anxiety. Currently, over 90 % of elementary teachers in US schools are women, and women have been shown to suffer more from mathematics anxiety than do men. In this article, I analyze how one woman prospective elementary teacher described, explained, and related her experiences of mathematics anxiety across her personal narratives of learning mathematics as a K-12 student and of learning to teach mathematics as a college student in a teacher preparation program. My research demonstrates that experiences of mathematics anxiety may persist beyond assessment situations to influence women prospective elementary teachers’ larger mathematical histories. I also show that women prospective elementary teachers may interpret mathematics anxiety as specific fears (e.g., loss of opportunities for social participation) and may develop particular coping strategies related to those fears. Finally, I point out that while a coping strategy may be used consistently across K-12 mathematics learning and undergraduate teacher preparation, and may even offer a woman prospective elementary teacher some relief from mathematics anxiety, it may also limit her mathematics learning and professional development. To conclude, I present implications of my research for mathematics teacher educators.  相似文献   

15.
幼儿教师数学核心经验主要是指教师在教学实践中形成的数学领域至关重要的概念、能力或技能,对于幼儿的数学学习和教师的数学教学具有至关重要的作用。幼儿教师作为基本的学习者,其专业发展过程符合学习进阶的各项准则,不同职业发展阶段的幼儿教师有着各自不同的进阶轨迹。学习进阶强调学习是一种不断积累和发展的过程,并倡导为不同阶段的学习者设计不同的进阶框架,这为有效推动幼儿教师数学核心经验的发展提供了充分的理论参考。本研究在厘清幼儿教师数学核心经验内涵与结构的基础上,依据学习进阶的主要观点,建构幼儿教师数学核心经验的经验模型,并提出相应的教师培养策略,主要包括加强数学核心经验的学习共同体建设、制订数学核心经验的阶梯式成长方案和完善数学核心经验的质量监测指标。  相似文献   

16.
In Ethiopia, primary school teachers of science and mathematics are encouraged to integrate Information and Communication Technology (ICT) into their teaching as a means to improve the quality of education. However, there has not been the same emphasis placed on providing professional learning opportunities for teachers on how to use ICT in their teaching. The present study investigated how a group of practising primary school science and mathematics teachers developed the skills needed to integrate ICT into their teaching. The study employed a combination of qualitative and quantitative research methods within an action research approach. The teachers took part in activities from a Technological Pedagogical and Content Knowledge (TPACK) based professional learning workshop, including designing lessons, classroom instruction, and reflection activities in teams. A lesson evaluation sheet, questionnaire, observation checklist, and logbook were used to gather data. The results showed that the teachers acquired an improved competency to integrate available ICT into their teaching through the intervention activities.  相似文献   

17.
In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. This paper reports research that compared the effectiveness of non-digital games with non-game but engaging activities as pedagogical tools for promoting mathematical learning. In the classrooms that played games, the effects of adding teacher-led whole class discussion was explored. The research was conducted with 10?C12-year-old children in eight classrooms in three Australian primary schools, using differing instructional approaches to teach multiplication and division of decimals. A quasi-experimental design with pre-test, post-test and delayed post-test was employed, and the effects of the interventions were measured by the children??s written test performance. Test results indicated lesser gains in learning in game playing situations versus non-game activities and that teacher-led discussions during and following the game playing did not improve children??s learning. The finding that these games did not help children demonstrate a mathematical understanding of concepts under test conditions suggests that educators should carefully consider the application and appropriateness of games before employing them as a vehicle for introducing mathematical concepts.  相似文献   

18.
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science education standards and reform documents worldwide. Overall, the review suggests that digital games can support science learning across the four strands but also suggests that there are few strong quantitative studies examining some of the strands. Much of the research conducted to date has centred primarily on the potential of games to scaffold conceptual knowledge, engagement and participation. Less research has focused on epistemological understanding and science process skills. While much debate has asked whether digital games are ‘good’ or ‘bad’ for learning, the research across the strands highlights that the design of digital games, rather than their medium, ultimately determines their efficacy for learning.  相似文献   

19.
ABSTRACT

SMART Education Technologies (SET) are already in place to provide teachers with different software packages and technologies to facilitate their teaching. However, when it comes to mathematics teaching in Russia, the situation here is different as the articulation of such SET in the Russian context is inadequate. This study redefines mathematics teacher education with smart technologies and identifies IT competencies that are needed to cope with the redefined curriculum. The designed course programme was implemented in the Elabuga Pedagogical Institute, involving 7 teachers from the Institute, 123 students (trainee teachers) and 5 schoolteachers (experts) to keep a professional eye on the learning experience. To evaluate the effectiveness of the curriculum, a survey was carried out among teachers and experts. The survey questionnaire captured the progress made in competence development alongside three modules. The progress that students were making throughout the course was evaluated at the ‘mock teaching’ lesson, where students presented their individually prepared parts of a lesson on a given topic using Information and Communication Technologies (ICT). The way the learning process was organised encouraged students to use various software packages to handle maths-related problems. The research results showed that the SET learning path was flexible and allowed modification of the instructional strategy to better meet the needs of individual learners.  相似文献   

20.
初中农村教师所给出勾股定理的证明方法或思路都是正确的,但是这些证明方法或思路大多来自于教材;"教科书"和"自身的教学经验和自我反思"是初中农村教师发展数学知识的两个主要来源,其次是"作为学习者的经验",接下来是"专业书刊"、"和同事的日常交流"、"课堂听课和教研活动"、"教学辅导资料"、"在职培训"、"网络资源"和"职前教育".促进初中农村教师数学知识发展需要做到:充分利用发展数学知识的一些常见途径,不断扩充发展数学知识的途径.  相似文献   

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