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Game-based learning in education and health. Part A /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Santos, Flavia H. (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam, Netherlands ; Cambridge, MA, United States : Elsevier, 2023.
Edición:First edition.
Colección:Progress in brain research ; v. 276.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Intro
  • Game-Based Learning in Education and Health
  • Part A
  • Copyright
  • Contributors
  • Contents
  • Acknowledgments
  • Preface: The science of game-based learning in education and health
  • Game-based assessments
  • Game-based interventions
  • Conclusions
  • References
  • Chapter 1: Math computerized games in the classroom: A number line training in primary school children
  • 1. Introduction
  • 1.1. Number line and linear board games
  • 1.2. NL task as a training tool
  • 1.3. Computer-based number line training
  • 1.4. The present study
  • 2. Method
  • 2.1. Participants
  • 2.2. Procedure
  • 2.2.1. Study design
  • 2.2.2. Measures
  • 2.2.3. Training
  • 3. Results
  • 4. Discussion
  • References
  • Chapter 2: Digital games for learning basic arithmetic at home
  • 1. Introduction
  • 1.1. Investigating the value of digital games at home
  • 1.2. An alternative approach
  • 1.3. The research questions
  • 2. Materials and methods
  • 2.1. The numberbeads game
  • 2.2. The NumberChoice game
  • 2.3. The experimental study
  • 2.4. Participants
  • 2.5. Arithmetic measures
  • 2.5.1. Written operations
  • 2.5.2. Number comparison
  • 2.5.3. Ordering from smallest to the largest and from the largest to the smallest
  • 2.5.4. Mental calculation
  • 2.5.5. Counting
  • 2.5.6. Transcoding
  • 2.6. Intervention procedure
  • 2.7. Statistical analysis
  • 3. Results
  • 3.1. Analysis for playing the game at home
  • 3.2. Analysis of the relative effectiveness of NB compared with NC
  • 3.3. Exploratory analysis on the low-attaining sample
  • 4. Discussion
  • 4.1. Pedagogy of NumberBeads
  • 4.2. Game-play behavior
  • 4.3. The implications of playing at home
  • 4.4. Effects on low-attaining learners
  • 5. Conclusion
  • Acknowledgments
  • 2.4. Subscales assessing fraction magnitude
  • 2.4.1. Fraction number line estimation
  • 2.4.2. Fraction magnitude comparison
  • 2.4.3. Fraction ordering
  • 2.4.4. Density
  • 2.4.5. Fraction conversion
  • 2.5. Fraction arithmetic
  • 2.6. Semideus in-game metrics
  • 2.6.1. The Semideus research engine
  • 2.6.2. Semideus implementation in the current study
  • 2.6.3. Number line estimation
  • 2.6.4. Magnitude comparison
  • 2.6.5. Total game score
  • 2.6.6. Mean number of stars awarded
  • 2.7. Additional measures
  • 2.7.1. Basic arithmetic (subtraction and multiplication)
  • 2.7.2. Math grade