Decker-Woodrow Lauren E, Mason Craig A, Lee Ji-Eun, Chan Jenny Yun-Chen, Sales Adam, Liu Allison, Tu Shihfen
Westat Inc.
University of Maine.
AERA Open. 2023 Apr 21;9:23328584231165919. doi: 10.1177/23328584231165919. eCollection 2023 Jan-Dec.
The current study investigated the effectiveness of three distinct educational technologies-two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge. More than 3,600 Grade 7 students across nine in-person and one virtual schools within the same district were randomly assigned to one of the four conditions. Students received nine 30-minute intervention sessions from September 2020 to March 2021. Hierarchical linear modeling analyses of the final analytic sample (N = 1,850) showed significantly higher posttest scores for students who used From Here to There and DragonBox 12+ compared to the Active Control condition. No significant difference was found for the Immediate Feedback condition. The findings have implications for understanding how game-based applications can affect algebraic understanding, even within pandemic pressures on learning.
本研究调查了三种不同教育技术——两款基于游戏的应用程序(《从这里到那里》和《龙盒12+》)以及ASSISTments中的两种在线习题模式(即时反馈条件和无即时反馈的主动控制条件)对七年级学生代数知识的有效性。同一学区内九所面授学校和一所虚拟学校的3600多名七年级学生被随机分配到四个条件之一。学生们在2020年9月至2021年3月期间接受了九次30分钟的干预课程。对最终分析样本(N = 1850)进行的分层线性建模分析表明,与主动控制条件相比,使用《从这里到那里》和《龙盒12+》的学生在后测中的得分显著更高。即时反馈条件下未发现显著差异。这些发现对于理解基于游戏的应用程序如何影响代数理解具有启示意义,即使是在疫情对学习造成压力的情况下。