GRAPHIC AND MULTIMEDIA DESIGN OF A NARRATIVE-BASED MATH GAME

Author(s):  
Raquel Afonso ◽  
Ana Breda ◽  
Eugénio Rocha
Keyword(s):  
Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg & Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.


2018 ◽  
Vol 57 (6) ◽  
pp. 1534-1548 ◽  
Author(s):  
Scotty D. Craig ◽  
Noah L. Schroeder

Technology advances quickly in today’s society. This is particularly true in regard to instructional multimedia. One increasingly important aspect of instructional multimedia design is determining the type of voice that will provide the narration; however, research in the area is dated and limited in scope. Using a randomized pretest–posttest design, we examined the efficacy of learning from an instructional animation where narration was provided by an older text-to-speech engine, a modern text-to-speech engine, or a recorded human voice. In most respects, those who learned from the modern text-to-speech engine were not statistically different in regard to their perceptions, learning outcomes, or cognitive efficiency measures compared with those who learned from the recorded human voice. Our results imply that software technologies may have reached a point where they can credibly and effectively deliver the narration for multimedia learning environments.


2016 ◽  
Vol 64 ◽  
pp. 21-33 ◽  
Author(s):  
Sylke Vandercruysse ◽  
Judith ter Vrugte ◽  
Ton de Jong ◽  
Pieter Wouters ◽  
Herre van Oostendorp ◽  
...  

Author(s):  
Antero Lindstedt ◽  
Antti Koskinen ◽  
Jake McMullen ◽  
Manuel Ninaus ◽  
Kristian Kiili

Science ◽  
2017 ◽  
Vol 357 (6346) ◽  
pp. 47-55 ◽  
Author(s):  
Moira R. Dillon ◽  
Harini Kannan ◽  
Joshua T. Dean ◽  
Elizabeth S. Spelke ◽  
Esther Duflo

Many poor children are underprepared for demanding primary school curricula. Research in cognitive science suggests that school achievement could be improved by preschool pedagogy in which numerate adults engage children’s spontaneous, nonsymbolic mathematical concepts. To test this suggestion, we designed and evaluated a game-based preschool curriculum intended to exercise children’s emerging skills in number and geometry. In a randomized field experiment with 1540 children (average age 4.9 years) in 214 Indian preschools, 4 months of math game play yielded marked and enduring improvement on the exercised intuitive abilities, relative to no-treatment and active control conditions. Math-trained children also showed immediate gains on symbolic mathematical skills but displayed no advantage in subsequent learning of the language and concepts of school mathematics.


2022 ◽  
Vol 6 ◽  
Author(s):  
Lenka Schnaubert ◽  
Sascha Schneider

Cognitive load theory assumes effort may only lead to comprehension if the material-induced load leaves enough resources for learning processes. Therefore, multimedia materials should induce as little non-relevant load as possible. Metacognition research assumes that learners tap into their memory processes to generate a mental representation of their comprehension to regulate learning. However, when judging their comprehension, learners need to make inferences about actual understanding using cues such as their experienced mental load and effort during learning. Theoretical assumptions would assume both to affect understanding and its metacognitive representation (metacomprehension). However, the question remains how perceived effort and load are related to metacomprehension judgments while learning with multimedia learning material. Additionally, it remains unclear if this varies under different conditions of multimedia design. To better understand the relationship between perceived mental load and effort and comprehension and metacomprehension under different design conditions of multimedia material, we conducted a randomised between-subjects study (N = 156) varying the design of the learning material (text-picture integrated, split attention, active integration). Mediation analyses testing for both direct and indirect effects of mental load and effort on metacomprehension judgments showed various effects. Beyond indirect effects via comprehension, both mental load and effort were directly related to metacomprehension, however, this seems to vary under different conditions of multimedia design, at least for mental effort. As the direction of effect can only be theoretically assumed, but was not empirically tested, follow-up research needs to identify ways to manipulate effort and load perceptions without tinkering with metacognitive processes directly. Despite the limitations due to the correlative design, this research has implications for our understanding of cognitive and metacognitive processes during learning with multimedia.


Author(s):  
Holly Pope ◽  
Charmaine Mangram

This study sought to determine if playing a digital math game could increase student number sense (mathematical proficiency in numeracy). We used a pre- and post-assessment to measure the number sense of two groups of third grade students with the same mathematics teacher. One group played the game Wuzzit Trouble and the other did not. Overall, the group who played Wuzzit Trouble showed a significant increase in number sense between the pre- and post-assessment, compared to the other group who did not. A qualitative analysis of a novel problem revealed differences between the treatment and comparison groups from pre- to post-. A discussion of these findings and features of the game are addressed. Namely, two features inherent in Wuzzit Trouble are associated with the learners’ increased number sense. First, Wuzzit Trouble promoted mathematical proficiency by requiring learners to attend to several mathematical constraints at once. Second, the game engaged learners in an iterative process of decision-making by calling for students to try, check, and revise their strategy as they played.


2018 ◽  
Vol 4 (3) ◽  
pp. 193
Author(s):  
Ockti Syafitri ◽  
Rohita Rohita ◽  
Nila Fitria

<p><em>Abstrak</em> - <strong>Perkembangan kognitif merupakan aspek yang penting dalam mengembangkan kemampuan berpikir anak, salah satunya yaitu mengenal konsep lambang bilangan. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung pada anak usia 4 – 5 tahun di BKB PAUD Harapan Bangsa. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang menggunakan model Kemmis dan Mc Taggart yang dilakukan selama 2 siklus, di mana satu siklus terdiri dari 3 kali pertemuan. Subjek penelitian ini adalah 14 anak, yang terdiri dari 9 anak laki-laki dan 5 anak perempuan. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi kemampuan anak dalam mengenal konsep lambang bilangan 1 – 10, aktivitas guru dan anak serta dokumentasi. Teknik analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif dengan menggunakan perhitungan statistika sederhana. Berdasarkan hasil penelitian diketahui bahwa terdapat peningkatan dalam kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung. Hal ini diketahui dari rata-rata anak yang mendapat skor 3 pada setiap indikator yaitu indikator membilang 1 – 10 siklus I sebesar 69,1% dan siklus II sebesar 100% artinya terdapat peningkatan sebesar 30,9%. Pada indikator menghubungkan benda-benda konkret dengan lambang bilangan 1 – 10 siklus I sebesar 55,4% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 22,2% dan pada indikator mengurutkan lambang bilangan 1 – 10 siklus I 44,7% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 32,9%. Pencapaian di siklus II sudah melebihi indikator keberhasilan yang telah ditentukan yaitu sebesar 75%. Berdasarkan hasil penelitian dapat disimpulkan bahwa permainan pohon hitung dapat meningkatkan kemampuan mengenal konsep lambang bilangan 1 – 10. Peningkatan terjadi karena dalam penelitian ini dilakukan melalui permainan dengan menggunakan media pohon hitung yang beracuan pada teori mengenai tahapan-tahapan mengenal lambang bilangan kepada anak dan dengan adanya motivasi berupa reward membuat anak lebih semangat dalam melakukan permainan.</strong></p><p><em><strong>Kata Kunci</strong> - Mengenal Konsep Lambang Bilangan, Permainan Pohon Hitung, Anak Usia 4 – 5 Tahun</em></p><p>Abstract - <strong>Cognitive development is an important aspect in developing children's thinking skills, one of which is to recognize the concept of numeral symbol. This study aims to find out how to improve the ability to recognize the concept of numeral symbol 1 - 10 through tree math game at the children aged 4 - 5 years of BKB PAUD Harapan Bangsa. This study is a classroom action research (CAR) using Kemmis and Mc Taggart model carried out in 2 cycles where one cycle consists of 3 meetings. The subjects of this study are 14 children, 9 of them are boys and the rest are girls. Data collection technique used in this study is observation towards the ability of children in recognizing the concept of numeral symbol 1 - 10, the teacher as well as the children activities and documentation. Data analysis technique used in this study is descriptive </strong><strong>qualitative using simple statistical calculation. According to the research results it is known that there is an improvement in the ability to recognize the concept of numeral symbol 1 - 10 through the tree math game. It can be seen from the average of children who got score 3 on each indicator which is counting 1 - 10 in cycle I is as much as 69,1% and in cycle II rises to 100%. It means that there is an increase of 30,9%. While on the indicator of connecting concrete objects with numeral symbols of 1 - 10 in cycles I show the average of 55.4% and in the second cycle rise to 77.6% which means there is an increase of 22.2%. Furthermore, on the indicator of sorting numeral symbol of 1 – 10 in cycle I show the average of 44.7 % and in cycle II climb to 77.6% which means there is an increase of 32.9%. Therefore, the achievement in cycle II has exceeded the predetermined success indicator of 75%. Based on the research results it can be concluded that the tree math game can improve the ability of children aged 4-5 years to recognize the concept of numeral symbol 1 - 10. The improvement occurs because this study is carried out through the game using the tree math media which refers to the theory of the stages of knowing numeral symbol to the children and with the motivation in the form of reward to make them more enthusiastic in playing the game</strong>.</p><p><em><strong>Keywords</strong> - Knowing the Concept of Numeral Symbol, Tree Math Game, Children Aged 4 - 5 Years.</em></p>


2021 ◽  
Author(s):  
Michael Noetel ◽  
Shantell Griffith ◽  
Oscar Delaney ◽  
Nicole Rose Harris ◽  
Taren Sanders ◽  
...  

Multimedia is ubiquitous in 21st-century education. Cognitive Load Theory and the Cognitive Theory of Multimedia Learning both postulate that the quality of multimedia design heavily influences learning. We sought to identify how to best design multimedia, and review how well those learning theories held up to meta-analyses. We conducted an overview of systematic reviews that tested the effects of multimedia design on learning or cognitive load. We found 29 reviews including 1,189 studies and 78,177 participants. We found 11 design principles that demonstrated significant, positive, meta-analytic effects on learning, and five that significantly improved management of cognitive load. The largest benefits were for captioning second-language videos, temporal/spatial contiguity, and signaling. We also found robust evidence for modality, animation, coherence/removing seductive details, anthropomorphics, segmentation, personalisation, pedagogical agents, and verbal redundancy effects. Good design was more important for more complex materials, and in system-paced environments (e.g., lectures) than self-paced ones (e.g., websites). Results supported many tenets of both theories. We highlight a range of evidence-based strategies that could be implemented by educators.


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