研究生: |
王克蒂 Kou Dea Wang |
---|---|
論文名稱: |
數學遊戲教學之效益研究--以國小四年級為例 On the Effectiveness of Instructing by Mathematical Game |
指導教授: | 譚克平 |
學位類別: |
碩士 Master |
系所名稱: |
科學教育研究所 Graduate Institute of Science Education |
畢業學年度: | 87 |
語文別: | 中文 |
論文頁數: | 119 |
中文關鍵詞: | 數學遊戲 、空間能力 、策略性遊戲 、問題解決 |
英文關鍵詞: | mathematical game, spatial ability, strategy game, problem solving |
論文種類: | 學術論文 |
相關次數: | 點閱:249 下載:0 |
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本研究的目的是希望透過15個隸屬於三種不同類型的數學遊戲,經過一個月的時間,以15節課,共31小時的外加式遊戲教學課程,藉由生動活潑的遊戲教學來提高兒童學習數學的興趣。本研究採準實驗設計方式進行,樣本選擇基隆市某國小四年級的學生,一班為實驗組,除了一般學校的正常的數學課程外,另教授數學遊戲課程,而控制組的選擇則從該學年其餘二班中,男女各挑出成績最優16名作為控制組,這是因為實驗組為體育資優班級,學童成績遠遠超過其他班級之故。
在研究進行期間蒐集到的資料包括問題解決前後測、學習前後的態度問卷、遊戲教學學習單、統整教學記錄單、錄影帶等等。至於本研究的資料分析,分成兩部份進行,一為量的分析,一為質的分析,其中量的分析是採用共變數分析法,並以SAS統計軟體作資料處理。質的分析採用描述性的方式進行,對學生的各項問卷及教學錄影帶的表現作細部分析。
經統計分析的結果,發現實驗組在有關策略和空間能力的問題上具有顯著的效果,因此,數學遊戲在這兩方面的學習上應可作為日後輔助性的學習使用參考,至於計算能力方面,可能因時間不足以致沒有明顯的改變。同時上課期間男生在有效互動的平均次數皆優女生,但是男生針對不同遊戲表現的差異十分明顯。除此之外,從教學期間學生日記資料的分析,可以看到有87.5%的學生喜歡數學遊戲,46.9%的學生認為數學遊戲教學對其個人在學習上具有某種程度的功效。在工具方面,所有的15個遊戲中66.7%的學生覺得數學24對計算能力提升最有幫助,26.7%的學生覺得七巧板對問題解決最有幫助,70%認為索瑪立方塊,對提高空間觀念最好。根據前後測態度試卷背後三個因素的探討,發現學生在『數學信念與作數學的態度』及『數學功用與數學學習』在對數學正向態度上有些微減弱的趨勢,這可能因為從數學遊戲到數學學習的學習遷移,效果並不是十分明顯有關。根據歸因測驗的結果,得出有25%的學生對事物抱持悲觀的心態。
至於未來的研究方向,可以考慮單一類型的遊戲或以合作式的方式進行數學遊戲。
The purpose of the research is to enhance children's interests of studying mathematics by designing fifteen games of three different types during fifteen lessons, which are thirty-one hours in total. This research was done by experience designing. The forth grades students in one of the primary school in Keelung as the sample. One class was chosen as the experimental group-beside the normal teaching lessons, the mathematics games was taught. The control group was chosen from the other two classes. Choosing sixteen students with best study performance as control group. That is because the experimental group is physical training class. Those students' grades in the class are much better than others' grade.
The information gathered during the research includes pre and posttest, questionnaire of students' attitude towards mathematics before and after instruction, learning result of game teaching, integrated teaching records, video etc. The data analyzing of the research was divided into two parts-one is quantity analyzing and another is quality analyzing. ANOVA was adapted in quantity analyzing and the information was processed with SAS. Describing method was used in quality analyzing. The questionnaire and the students' performance in the video will be analyzed in detail.
The result of statistics shows the experience group has obvious effort on posttest and the sense of dimensions. Therefore, these two games can be the reference of future assistance learning use. There is no obvious change in calculating ability due to the time limit. During the lessons, boys' learning interaction frequency is higher than girls', but boys show obvious different attitudes toward different games. Besides, the analysis of students' diaries shows that 87% of students think they can benefit a lot from mathematics games. Within fifteen game, 66.7 of students think "mathematics 24" is helpful for calculation ability, 26.7% of students think "seven-piece puzzle" is helpful for solving questions. 70% of students think the magic square is the best way to enhance the sense of dimension. According to the pre and posttest attitude test paper about the three elements discussion shows that students' attitudes toward "mathematics idea and the attitudes mathematics" and "mathematics effort and mathematics study" decreased. That is possibly because the effort on mathematics game learning transfer to mathematics study is not so obvious. According to the result, there are 25% of students show the pessimistic attitudes.
As for the future research directions, the single type game or in cooperation way can be considered.
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