Enhancing achievement and interest in mathematics learning through Math-Island

Charles Y. C. Yeh1, Hercy N. H. Cheng2, Zhi-Hong Chen3, Calvin C. Y. Liao4, Tak-Wai Chan1
1National Central University, Taoyuan City, Taiwan, Republic of China
2Central China Normal University, Wuhan, China
3National Taiwan Normal University, Taipei City, Taiwan, Republic of China
4National Taipei University of Nursing and Health Sciences, Taipei City, Taiwan, Republic of China

Tóm tắt

Conventional teacher-led instruction remains dominant in most elementary mathematics classrooms in Taiwan. Under such instruction, the teacher can rarely take care of all students. Many students may then continue to fall behind the standard of mathematics achievement and lose their interest in mathematics; they eventually give up on learning mathematics. In fact, students in Taiwan generally have lower interest in learning mathematics compared to many other regions/countries. Thus, how to enhance students’ mathematics achievement and interest are two major problems, especially for those low-achieving students. This paper describes how we designed a game-based learning environment, called Math-Island, by incorporating the mechanisms of a construction management game into the knowledge map of the elementary mathematics curriculum. We also report an experiment conducted with 215 elementary students for 2 years, from grade 2 to grade 3. In this experiment, in addition to teacher-led instruction in the classroom, students were directed to learn with Math-Island by using their own tablets at school and at home. As a result of this experiment, we found that there is an increase in students’ mathematics achievement, especially in the calculation and word problems. Moreover, the achievements of low-achieving students in the experimental school outperformed the low-achieving students in the control school (a control group in another school) in word problems. Moreover, both the low-achieving students and the high-achieving students in the experimental school maintained a rather high level of interest in mathematics and in the system.

Tài liệu tham khảo

Al-Zoubi, S. M., & Younes, M. A. B. (2015). Low academic achievement: causes and results. Theory and Practice in Language Studies, 5(11), 2262. Arter, J. A., & Spandel, V. (2005). Using portfolios of student work in instruction and assessment. Educational Measurement Issues and Practice, 11(1), 36–44. Azevedo, R., Feyzi-Behnagh, R., Duffy, M., Harley, J., & Trevors, G. (2012). Metacognition and self-regulated learning in student-centered leaning environments. In D. Jonassen & S. Land (Eds.), Theoretical foundations of student-centered learning environments (pp. 171–197). New York: Routledge. Barlett, C. P., Anderson, C. A., & Swing, E. L. (2009). Video game effects confirmed, suspected and speculative: a review of the evidence. Simulation & Gaming, 40(3), 377–403. Barr, R. B., & Tagg, J. (1995). From teaching to learning—a new paradigm for undergraduate education. Change The Magazine of Higher Learning, 27(6), 12–26. Birgin, O., & Baki, A. (2007). The use of portfolio to assess student’s performance. Journal of Turkish Science Education, 4(2), 75–90. Chan, T. W., Roschelle, J., Hsi, S., Kinshuk, Sharples, M., Brown, T., et al. (2006). One-to-one technology-enhanced learning: an opportunity for global research collaboration. Research and Practice in Technology Enhanced Learning, 1(01), 3–29. Chase, K., & Abrahamson, D. (2015). Reverse-scaffolding algebra: empirical evaluation of design architecture. ZDM Mathematics Education, 47(7), 1195–1209. Chen, Y. H., Looi, C. K., Lin, C. P., Shao, Y. J., & Chan, T. W. (2012a). Utilizing a collaborative cross number puzzle game to develop the computing ability of addition and subtraction. Educational Technology & Society, 15(1), 354–366. Chen, Z. H., Liao, C. C., Cheng, H. N., Yeh, C. Y., & Chan, T. W. (2012b). Influence of game quests on pupils’ enjoyment and goal-pursuing in math learning. Journal of Educational Technology & Society, 15(2), 317–327. Cheng, H. N. H., Yang, E. F. Y., Liao, C. C. Y., Chang, B., Huang, Y. C. Y., & Chan, T. W. (2015). Scaffold seeking: a reverse design of scaffolding in computer-supported word problem solving. Journal of Educational Computing Research, 53(3), 409–435. Chu, H. C., Yang, K. H., & Chen, J. H. (2015). A time sequence-oriented concept map approach to developing educational computer games for history courses. Interactive Learning Environments, 23(2), 212–229. Davenport, T. H. & Prusak, L. (2000). Working knowledge: How organizations manage what they know. Boston: Harvard Business School Press. Duckworth, A. L., Gendler, T. S., & Gross, J. J. (2014). Self-control in school-age children. Educational Psychologist, 49(3), 199–217. Ebener, S., Khan, A., Shademani, R., Compernolle, L., Beltran, M., Lansang, M. A., & Lippman, M. (2006). Knowledge mapping as a technique to support knowledge translation. Bulletin of the World Health Organization, 84, 636–642. González-Calero, J. A., Arnau, D., Puig, L., & Arevalillo-Herráez, M. (2014). Intensive scaffolding in an intelligent tutoring system for the learning of algebraic word problem solving. British Journal of Educational Technology, 46(6), 1189–1200. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. Hwang, G. J., Chiu, L. Y., & Chen, C. H. (2015). A contextual game-based learning approach to improving students’ inquiry-based learning performance in social studies courses. Computers & Education, 81, 13–25. Hwang, G. J., Su, J. M., & Chen, N. S. (2012). E-learning introduction and practice. Taiwan: Drmaste. Kiili, K., & Ketamo, H. (2007). Exploring the learning mechanism in educational games. Journal of Computing and Information Technology, 15(4), 319–324. Kilpatrick, J., Swafford, J., & Findell, B. (Eds.). (2001). Adding it up: helping children learn mathematics. Washington, DC: National Academies Press. Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179–188. Krapp, A. (1999). Interest, motivation and learning: an educational-psychological perspective. European Journal of Psychology of Education, 14(1), 23–40. Ku, O., Chen, S. Y., Wu, D. H., Lao, A. C., & Chan, T. W. (2014). The effects of game-based learning on mathematical confidence and performance: high ability vs. low ability. Journal of Educational Technology & Society, 17(3), 65–78. Lao, A. C. C., Cheng, H. N., Huang, M. C., Ku, O., & Chan, T. W. (2017). Examining motivational orientation and learning strategies in computer-supported self-directed learning (CS-SDL) for mathematics: the perspective of intrinsic and extrinsic goals. Journal of Educational Computing Research, 54(8), 1168–1188. Lee, Y. M. (2012). Discriminating math low-achievement motivation patterns: comparing disadvantaged and other students in elementary and junior high school. Journal of Research in Education Sciences, 57(4), 39–71. https://doi.org/10.3966/2073753X2012125704002. Li, M.-C., & Tsai, C.-C. (2013). Game-based learning in science education: a review of relevant research. Journal of Science Education and Technology, 22(6), 877–898. https://doi.org/10.1007/s10956-013-9436-x. Liao, C. C., Cheng, H. N., Chang, W. C., & Chan, T. W. (2017). Supporting parental engagement in a BYOD (bring your own device) school. Journal of Computers in Education, 4(2), 107–125. Lin, B. G., Li, R. P., & Huang, Y. Z. (2009). Instructional manual of mathematical ability test for the school-aged. Taipei: Ministry of Education. Lin, P. J., & Tsai, W. H. (2001). Using research-based cases to enhance prospective teachers’ understanding of teaching mathematics and their reflections. In F. L. Lin (Ed.), Common sense in mathematics education. Proceedings of 2001 the Netherlands and Taiwan Conference on Common Sense in Mathematics Education (pp. 231–272). Taipei: Taiwan. Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: impact on learning outcomes and motivation. Computers & Education, 55(2), 630–643. https://doi.org/10.1016/j.compedu.2010.02.023. McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. (2017). A computer-based game that promotes mathematics learning more than a conventional approach. International Journal of Game-Based Learning, 7(1), 36–56. Ministry of Education. (2003). Guidelines of grades 1-9 curriculum of elementary and junior high school education. Retrieved from https://www.k12ea.gov.tw/92_sid17/%E6%96%B0%E7%B8%BD%E7%B6%B1%E8%8B%B1%E6%96%87%E7%89%88.pdf. Mullis, I. V. S., Martin, M. O., Foy, P., & Drucker, K. T. (2012). PIRLS 2011 international results in reading. Chestnut Hill: TIMSS & PIRLS International Study Center, Boston College. Mullis, I. V. S., Martin, M. O., Foy, P., & Hooper, M. (2016). TIMSS 2015 International Results in Mathematics. Retrieved from http://timssandpirls.bc.edu/timss2015/international-results/ Nilson, L. B. (2014). The secret of self-regulated learning. In Invited article for Faculty Focus: Higher Ed Teaching Strategies from Magna Publications. OECD. (2013). PISA 2012 results in focus: what 15-year-olds know and what they can do with what they know: key results from PISA 2012. OECD. (2016). PISA 2015 results in focus. Retrieved from: https://www.oecd.org/pisa/pisa-2015-results-in-focus.pdf. Roll, I., Baker, R. S. J. D., Aleven, V., & Koedinger, K. R. (2014). On the benefits of seeking (and avoiding) help in online problem-solving environments. Journal of the Learning Sciences, 23(4), 537–560. Schraw, G., Flowerday, T., & Lehman, S. (2001). Increasing situational interest in the classroom. Educational Psychology Review, 13(3), 211–224. Singh, K. (2011). Study of achievement motivation in relation to academic achievement of students. International Journal of Educational Planning and Administration, 1(2), 161–171. Taub, M., Azevedo, R., Bouchet, F., & Khosravifar, B. (2014). Can the use of cognitive and metacognitive self-regulated learning strategies be predicted by learners’ levels of prior knowledge in hypermedia-learning environments? Computers in Human Behavior, 39, 356–367. Vélez, J., Fabregat, R., Bull, S., & Hueva, D. (2009). The potential for open learner models in adaptive virtual learning environments. In S. D. Craig & D. Dicheva (Eds.), AIED 2009: 14th International Conference on Artificial Intelligence in Education Workshops Proceedings Volume 8 (pp. 11–20). Brighton: International AIED Society. Yang, E. F. Y., Cheng, H. N. H., Ching, E., & Chan, T. W. (2012). Variation based discovery learning design in 1 to 1 mathematics classroom. In G. Biswas, L.-H. Wong, T. Hirashima, & W. Chen (Eds.), Proceedings of the 20th International Conference on Computers in Education (pp. 811–815). Singapore: Asia-Pacific Society for Computers in Education.