Literaturnachweis - Detailanzeige
Autor/inn/en | O'Rourke, John; Main, Susan; Hill, Susan M. |
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Titel | Commercially Available Digital Game Technology in the Classroom: Improving Automaticity in Mental-Maths in Primary-Aged Students |
Quelle | In: Australian Journal of Teacher Education, 42 (2017) 10, S.50-70, Artikel 4 (22 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0313-5373 |
Schlagwörter | Educational Technology; Technology Uses in Education; Educational Games; Video Games; Elementary School Students; Mathematics Instruction; Mathematics Skills; Program Effectiveness; Student Motivation; Teaching Methods; Foreign Countries; Experimental Groups; Control Groups; Semi Structured Interviews; Observation; Mathematics Tests; Statistical Analysis; Mathematics Achievement; Knowledge Level; Scores; Teacher Attitudes; Learner Engagement; Elementary School Teachers; Student Attitudes; Australia Unterrichtsmedien; Technology enhanced learning; Technology aided learning; Technologieunterstütztes Lernen; Educational game; Lernspiel; Video game; Videospiel; Videospiele; Mathematics lessons; Mathematikunterricht; Mathmatics achievement; Mathematics ability; Mathematische Kompetenz; Schulische Motivation; Teaching method; Lehrmethode; Unterrichtsmethode; Ausland; Beobachtung; Statistische Analyse; Mathmatics sikills; Mathematical ability; Wissensbasis; Lehrerverhalten; Elementary school; Teacher; Teachers; Grundschule; Volksschule; Lehrer; Lehrerin; Lehrende; Schülerverhalten; Australien |
Abstract | In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school term, students (n = 236) who used the HGCs and Dr Kawashima's Brain Training showed significant improvement in both the speed and accuracy of their mathematical calculations. Data collected in interviews during the intervention period from students, staff and parents were analysed to provide further information on the implementation and efficacy of this approach. This exploration identified that the HGCs contributed to positive learning, motivational, and efficiency outcomes. These findings highlight opportunities for using commercially available digital games to achieve classroom objectives. (As Provided). |
Anmerkungen | Edith Cowan University. Bradford Street, Mount Lawley, West Australia 6050, Australia. Web site: http://ro.ecu.edu.au/ajte/ |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |