Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study.

This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second‐grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus‐group and...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 36; no. 5; pp. 709 - 718
Autores principales: Deng, Li, Wu, Shaoyang, Chen, Yumeng, Peng, Zhengmei
Formato: case study research Journal Article
Publicado: Wiley-Blackwell Oct2020
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=145753817&site=ehost-live
header:
  @attributes:
    shortDbName: ccm
    uiTerm: 145753817
    longDbName: CINAHL Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    dissinfo:
    jinfo:
      jid:
        02664909
        6M1
      jtl: Journal of Computer Assisted Learning
      issn: 02664909
      maglogo: Y
    pubinfo:
      dt: Oct2020
      vid: 36
      iid: 5
      pid: 480
      pub: Wiley-Blackwell
      place: Malden, Massachusetts
    artinfo:
      ui:
        145753817
        145753817
        145753817
        10.1111/jcal.12438
        145753817
      ppf: 709
      ppct: 9
      formats:
      tig:
        atl: Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study.
      aug:
        au:
          Deng, Li
          Wu, Shaoyang
          Chen, Yumeng
          Peng, Zhengmei
        affil: Institute of International and Comparative Education, Faculty of Education, East China Normal University, Shanghai, People's Republic of China
      sug:
        subj:
          Schools, Elementary China
          Mathematics Education
          Video Games
          Teaching Methods
          Faculty Attitudes Evaluation
          Student Attitudes Evaluation
          Human
          China
          Participant Observation
          Focus Groups
          Semi-Structured Interview
          Videorecording
          Audiorecording
          Content Analysis
          Grounded Theory
          Learning Environment
          Learning Methods
          Problem Solving
          Academic Performance
          Peer Group
          Communication
      ab: This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second‐grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus‐group and individual interviews, and document analysis. Digital gameplay, when used once daily over a 6‐day period, was found to enhance student engagement and interest in learning; many students, however, were concerned about its effect on academic achievement and eyesight. The teacher employed a "making thinking visible" approach using pencil and paper and problem‐solving strategies to help students understand the game's mathematical principles and master mathematical knowledge. Obstacles included large class size, difficulty evaluating learning outcomes, balancing fun and learning, and effective game–classroom integration. This study found that exam‐oriented education and traditional teacher‐centred teaching in China influenced participants' perceptions and experiences of digital game‐based learning. Lay Description: What is already known about this topic: Digital game‐based learning is effective and leads to a more relaxed learning environment that promotes students' engagement, interest, motivation, and confidence.Learning with digital games helps students acquire mathematics knowledge more effectively than traditional classroom lectures.Digital game‐based learning is helpful in math class as it makes students feel challenged and more capable, thereby improving self‐efficacy and task persistence. What this paper adds: Mathematics teachers and students have a contradictory attitude that shows both approval and concern towards game‐based learning.In the Chinese context, exam‐oriented culture is an important factor that influences the teacher's and students' perceptions and experiences of digital game‐based learning.While digital game‐based learning helps students' engagement and interest in math, it also faces numerous challenges such as large class size, balancing fun and learning, and effective game–classroom integration. Implications for practice and/or policy: Digital game‐based learning may be more effective when combined with pencil and paper to write down the process and make thinking visible.Fun and learning should be balanced in digital game‐based learning.Teachers need training and support for digital game‐centred programmes to succeed.
      pubtype: Academic Journal
      doctype:
        case study
        research
        Journal Article
      ougenre: Article
    language: English
    refInfo:
    holdings:
      @attributes:
        islocal: N