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Practising Arithmetic Using Educational Video Games with an Interpersonal Computer

dc.contributor.authorBeserra, Vagner
dc.contributor.authorNussbaum, Miguel
dc.contributor.authorZeni, Ricardo [UNESP]
dc.contributor.authorRodriguez, Werner
dc.contributor.authorWurman, Gabriel
dc.contributor.institutionPontificia Univ Catolica Chile
dc.contributor.institutionUniversidade Estadual Paulista (Unesp)
dc.contributor.institutionUniv Costa Rica
dc.date.accessioned2015-03-18T15:56:38Z
dc.date.available2015-03-18T15:56:38Z
dc.date.issued2014-07-01
dc.description.abstractStudies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.en
dc.description.affiliationPontificia Univ Catolica Chile, Santiago, Chile
dc.description.affiliationUniv Estadual Paulista, Sao Paulo, Brazil
dc.description.affiliationUniv Costa Rica, San Jose, Costa Rica
dc.description.affiliationUnespUniv Estadual Paulista, Sao Paulo, Brazil
dc.format.extent343-358
dc.identifierhttp://ifets.info/others/abstract.php?art_id=1511
dc.identifier.citationEducational Technology & Society. Palmerston North: Ieee Computer Soc, Learning Technology Task Force, v. 17, n. 3, p. 343-358, 2014.
dc.identifier.issn1436-4522
dc.identifier.urihttp://hdl.handle.net/11449/117650
dc.identifier.wosWOS:000342967800026
dc.language.isoeng
dc.publisherIeee Computer Soc, Learning Technology Task Force
dc.relation.ispartofEducational Technology & Society
dc.relation.ispartofjcr1.767
dc.relation.ispartofsjr1,087
dc.rights.accessRightsAcesso restrito
dc.sourceWeb of Science
dc.subjectCross-cultural projectsen
dc.subjectIntelligent tutoring systemsen
dc.subjectShared displayen
dc.subjectInterpersonal computeren
dc.subjectArithmetic practiceen
dc.subjectEducational gamesen
dc.titlePractising Arithmetic Using Educational Video Games with an Interpersonal Computeren
dc.typeArtigo
dcterms.licensehttp://www.ieee.org/publications_standards/publications/rights/rights_policies.html
dcterms.rightsHolderIeee Computer Soc, Learning Technology Task Force
dspace.entity.typePublication
unesp.author.orcid0000-0003-4592-6897[3]
unesp.campusUniversidade Estadual Paulista (UNESP), Faculdade de Engenharia, Guaratinguetápt
unesp.departmentMatemática - FEGpt

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