National Taiwan Normal University;Palmerston North: International Forum of Educational Technology & Society
摘要:
摘要: The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to avoid the shortcomings of multiple-choice questions. Throughout the game, whenever students are unable to answer questions correctly they receive immediate remedial instruction specifically for that question. This study sought to compare the effectiveness of game-based and video-based remedial instruction incorporated with elements of mastery learning. The results demonstrate that (a) both instructional videos and the proposed Monopoly game enhance the learning of mathematical concepts; and (b) the Monopoly game is more effective than instructional videos at leveraging the benefits of mastery learning. The goal of the research was to integrate games and mastery learning into after-school remedial instruction and design a game to practice the steps of mastery learning. 出版者: Palmerston North: International Forum of Educational Technology & Society 出版日期: 2013-04-01 出處: Educational Technology & Society, 2013-04, Vol.16 (2), p.271-281 資源來源: Chinese Electronic Periodical Services (CEPS)_2025 版權: Copyright 2013 by International Forum of Educational Technology & Society (IFETS) 版權: COPYRIGHT 2013 International Forum of Educational Technology & Society 版權: 2013. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html 識別號: ISSN: 1176-3647 識別號: ISSN: 1436-4522 識別號: EISSN: 1436-4522 識別號: DOI: 10.30191/ETS.201304_16(2).0022