Miller Tess
University of Prince Edward Island, 550 University Avenue, Charlottetown, PE C1A 3C2 Canada.
Int J STEM Educ. 2018;5(1):39. doi: 10.1186/s40594-018-0135-2. Epub 2018 Oct 11.
The purpose of this study was to measure the impact of interactive technology in the form of mathematical applications (apps) delivered using iPads on kindergarten children's learning of number sense in a play-based learning environment. Secondly, factors influencing the use of interactive technology in a play-based environment were examined. This technology was introduced to a small ( = 13) rural kindergarten classroom using an experimental design embedded in a mixed methods approach.
The teacher was keen to introduce technology to her class but was self-described as a beginner in using iPads for personal or teaching tasks. Small gains were noted between the control and intervention groups but they were not significant. Further, children were observed collaborating which supported prior research. Another observation was related to attention span, when an app became too challenging children would abandon the app or use a trial and error method to move to the next level. Lastly, when given choice, children were drawn to creative and entertaining apps rather than apps that were more pedagogically accurate but less creative. Although there was not a large gain in achievement, using interactive technology promoted student collaboration and engagement in a play-based learning environment.
Small gains in mathematics achievement and high levels of engagement suggest that using interactive technology in the kindergarten classroom enhances learning of mathematics. Factors influencing the use of interactive technology included the quality of the app such that creative and fun apps promoted children's engagement in learning mathematics. The level of difficulty of an app was a second factor influencing children's use of interactive technology. If the difficulty level was too challenging, children became disengaged with the app.
本研究的目的是衡量以数学应用程序(应用)形式呈现的互动技术,通过使用iPad在基于游戏的学习环境中对幼儿园儿童数字感学习的影响。其次,研究了在基于游戏的环境中影响互动技术使用的因素。采用混合方法嵌入的实验设计,将这项技术引入了一个规模较小(n = 13)的农村幼儿园班级。
教师热衷于在课堂上引入技术,但自称在将iPad用于个人或教学任务方面是新手。对照组和干预组之间有小幅度的进步,但并不显著。此外,观察到孩子们相互协作,这支持了先前的研究。另一个观察结果与注意力持续时间有关,当一个应用程序变得过于具有挑战性时,孩子们会放弃该应用程序,或者采用试错法进入下一个级别。最后,当有选择权时,孩子们会被富有创意和娱乐性的应用程序吸引,而不是那些教学上更准确但创意较少的应用程序。虽然在成绩方面没有大幅提高,但使用互动技术促进了学生在基于游戏的学习环境中的协作和参与。
数学成绩的小幅提高和高度的参与度表明,在幼儿园课堂上使用互动技术可以增强数学学习。影响互动技术使用的因素包括应用程序的质量,即富有创意和趣味性的应用程序能促进孩子们参与数学学习。应用程序的难度水平是影响孩子们使用互动技术的第二个因素。如果难度水平过高,孩子们就会不再使用该应用程序。