| Literature DB >> 33178055 |
Lara Bertram1,2.
Abstract
In today's digital information society, mathematical and computational skills are becoming increasingly important. With the demand for mathematical and computational literacy rising, the question of how these skills can be effectively taught in schools is among the top priorities in education. Game-based learning promises to diversify education, increase students' interest and motivation, and offer positive and effective learning experiences. Especially digital game-based learning (DGBL) is considered an effective educational tool for improving education in classrooms of the future. Yet, learning is a complex psychological phenomenon and the effectiveness of digital games for learning cannot be taken for granted. This is partly due to a diversity of methodological approaches in the literature and partly due to theoretical and practical considerations. We present core elements of psychological theories of learning and derive arguments for and against DGBL and non-DGBL. We discuss previous literature on DGBL in mathematics education from a methodological point of view and infer the need for randomized controlled trials for effectiveness evaluations. To increase comparability of empirical results, we propose methodological standards for future educational research. The value of multidisciplinary research projects to advance the field of DGBL is discussed and a synergy of Affective Computing and Optimal Experimental Design (OED) techniques is proposed for the implementation of adaptive technologies in digital learning games. Finally, we make suggestions for game content, which would be suitable for preparing students for university-level mathematics and computer science education, and discuss the potential limitations of DGBL in the classroom.Entities:
Keywords: STEM education; academic emotions; academic motivation; active learning and teaching methodologies; computational literacy; game-based learning; research practice
Year: 2020 PMID: 33178055 PMCID: PMC7593651 DOI: 10.3389/fpsyg.2020.02127
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Icon arrays representing two example code jars (in this version of the game fruit bowls) which generated the secret code. Left panel: low entropy code jar. The first guess and the corresponding feedback are displayed. Happy emoticon: correct fruit and correct position; neutral emoticon: correct fruit but wrong position; sad emoticon: incorrect fruit and position. Positions of faces do not correspond to positions in the code. Right panel: high entropy code jar. Game environment before the first guess was entered. Initially, each position of the code is blank, and players can cycle through the fruits by clicking on the blank field. Feedback is provided after players clicked on the “Check” – button. Play the game yourself: http://jonathandnelson.com/curious/masterminding.html.
Figure 2Example pre‐ and post-test questions testing entropy intuitions. Students are asked for each pair of code jars which of the two would be harder/easier to play with or whether the two urns are equally hard. Answers to these questions quantify entropy intuitions (Crupi et al., 2018).