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Digital Games as Tools for Enhancing Statistics Instruction in the Early Years: A Teaching Intervention Within a Grade 2 Mathematics Classroom

机译:数字游戏作为提高统计学教学的工具:2年级数学课堂内的教学干预

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Digital games hold a lot of promise as tools for improving mathematics and statistics instruction in the early school years. The current article presents a case study that explored the potential of well-designed, mobile educational game apps for enhancing early statistics education. A teaching intervention took place in a rural Grade 2 (ages 7-8) primary classroom in Cyprus, which aimed to integrate mobile game apps Electric Company Prankster Planet and Kahoot! within the mathematics curriculum, so as to support learning of key ideas related to data collection, analysis and tabular and graphical representation. The main insights gained from the study indicate that appropriate exploitation of digital games can motivate young children and help them internalize important concepts related to data analysis and probability.
机译:数字游戏作为改善早期学年的数学和统计教学的工具,持有很多承诺。本文提出了一个案例研究,探讨了为提高早期统计教育的精心设计的移动教育游戏应用程序的潜力。在塞浦路斯的农村2年级(7-8岁)小学教室(7-8岁)的教学干预措施,旨在整合移动游戏Apps Electric Company Prankster Planet和Kahoot!在数学课程中,以支持学习与数据收集,分析和表格和图形表示相关的关键思想。研究中获得的主要见解表明,适当的剥削数字游戏可以激励幼儿,帮助他们内化与数据分析和概率相关的重要概念。

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