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首页> 外文期刊>Computers & education >A Computer Game As A Context For Non-routine Mathematical Problem Solving: The Effects Of Type Of Question Prompt And Level Of Prior Knowledge
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A Computer Game As A Context For Non-routine Mathematical Problem Solving: The Effects Of Type Of Question Prompt And Level Of Prior Knowledge

机译:作为非常规数学问题解决方法的上下文的计算机游戏:问题提示类型和先验知识水平的影响

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The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts, in order to demonstrate and enhance the connections between viable problem-solving strategies and the content knowledge in a visible manner. Seventy-eight 9th graders from two classes in a public junior high school participated in the 6-week experimental instruction. Participants were randomly assigned to the specific-prompt group and the general-prompt group to receive the one-hour weekly treatment. The results revealed that (a) the interaction of question prompts and prior knowledge was not significant, and (b) for the problem-solving performances, the specific-prompt group outperformed the general-prompt group and the high prior-knowledge group outperformed the low prior-knowledge group. Further, students receiving specific prompts outperformed those receiving general prompts in the problem-solving performance: reasoning for two variables. Students with high prior knowledge outperformed those with low prior knowledge in the two problem-solving performances: reasoning for one variable and reasoning for two variables. It was also found that prior knowledge and comprehensive mathematical ability were important predictors for the two problem-solving performances: reasoning for one variable and reasoning for two variables. However question prompts and mathematics attitude were not significant predictors for predicting the problem-solving performance of reasoning for one variable. Lastly, implications for these results and recommendations for future research were discussed.
机译:这项研究的目的是调查问题提示类型和先验知识水平对非常规数学问题解决的影响。在模式推理任务以及问题提示中掺入了一个计算机游戏,以便以可见的方式展示和增强可行的问题解决策略与内容知识之间的联系。来自公立初中两堂课的78名9年级学生参加了为期6周的实验教学。参与者被随机分为特殊提示组和普通提示组,每周接受一小时的治疗。结果表明,(a)问题提示和先验知识之间的交互作用不显着,并且(b)在解决问题方面,特定提示小组的表现优于一般提示小组,而具有较高先验知识的小组则优于一般提示小组。低先验知识组。此外,在解决问题方面,接受特定提示的学生要比接受常规提示的学生好:对两个变量的推理。具有较高先验知识的学生在两个解决问题的表现中胜于那些先验知识较低的学生:对一个变量的推理和对两个变量的推理。还发现先验知识和全面的数学能力是两种解决问题表现的重要预测指标:一个变量的推理和两个变量的推理。但是,问题提示和数学态度对于预测一个变量的推理解决问题的性能并不是重要的预测因素。最后,讨论了这些结果的含义以及对未来研究的建议。

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