Challenge-driven learning: A model for children's multimedia mathematics learning environments
K. Sedighian. ED-MEDIA 97: World Conference on Educational Multimedia and Hypermedia, Calgary, Canada., (1997)
Abstract
Many children have difficulty learning mathematical subjects and are not motivated to study mathematics. To make learning mathematics an enjoyable activity for children, this paper proposes the use of a certain model for designing multimedia mathematics learning environments. In this model, learning of mathematics is a dialectic process between challenge and knowledge building. One implementation of this model is presented, and the preliminary results of a study that was conducted using this implementation are presented. The results indicate that this model can help educators design learning environments which can be very effective in helping children learn and enjoy mathematics.
ED-MEDIA 97: World Conference on Educational Multimedia and Hypermedia, Calgary, Canada.
year
1997
comment
Ä number of points have been identified which seem to be crucial for making implementations of this model educationally effective and successful:
1. the game activity must be highly goal-driven and have clear rules of play so that children are at all times intensely focused on achieving the goals of the game;
2. children must continuously receive feedback that is directly linked to the goals of the game;
3. the game must gradually become more challenging and reflective while at the same time providing an instructional component in order to sustain the flow experience;
4. to prevent frustration and boredom in children, the dynamics between the game and the instructional component must be fine-tuned; this allows children to receive appropriate instruction for the type and level of the mathematical problems they are solving."
%0 Conference Paper
%1 citeulike:383709
%A Sedighian, K.
%B ED-MEDIA 97: World Conference on Educational Multimedia and Hypermedia, Calgary, Canada.
%D 1997
%K learning games gmx computers anxiety education motivation joy mathematics mathgamespatterns multimedia happiness boredom
%T Challenge-driven learning: A model for children's multimedia mathematics learning environments
%U http://www.cs.ubc.ca/nest/egems/kamran5.doc
%X Many children have difficulty learning mathematical subjects and are not motivated to study mathematics. To make learning mathematics an enjoyable activity for children, this paper proposes the use of a certain model for designing multimedia mathematics learning environments. In this model, learning of mathematics is a dialectic process between challenge and knowledge building. One implementation of this model is presented, and the preliminary results of a study that was conducted using this implementation are presented. The results indicate that this model can help educators design learning environments which can be very effective in helping children learn and enjoy mathematics.
@inproceedings{citeulike:383709,
abstract = {Many children have difficulty learning mathematical subjects and are not motivated to study mathematics. To make learning mathematics an enjoyable activity for children, this paper proposes the use of a certain model for designing multimedia mathematics learning environments. In this model, learning of mathematics is a dialectic process between challenge and knowledge building. One implementation of this model is presented, and the preliminary results of a study that was conducted using this implementation are presented. The results indicate that this model can help educators design learning environments which can be very effective in helping children learn and enjoy mathematics.},
added-at = {2006-06-05T02:47:21.000+0200},
author = {Sedighian, K.},
biburl = {https://www.bibsonomy.org/bibtex/2828d9ee4317c232b26d50d4c6c57c9a1/yish},
booktitle = {ED-MEDIA 97: World Conference on Educational Multimedia and Hypermedia, Calgary, Canada.},
citeulike-article-id = {383709},
comment = {"A number of points have been identified which seem to be crucial for making implementations of this model educationally effective and successful:
1. the game activity must be highly goal-driven and have clear rules of play so that children are at all times intensely focused on achieving the goals of the game;
2. children must continuously receive feedback that is directly linked to the goals of the game;
3. the game must gradually become more challenging and reflective while at the same time providing an instructional component in order to sustain the flow experience;
4. to prevent frustration and boredom in children, the dynamics between the game and the instructional component must be fine-tuned; this allows children to receive appropriate instruction for the type and level of the mathematical problems they are solving."},
interhash = {20a46541415a8d5e9339d985f533f888},
intrahash = {828d9ee4317c232b26d50d4c6c57c9a1},
keywords = {learning games gmx computers anxiety education motivation joy mathematics mathgamespatterns multimedia happiness boredom},
priority = {2},
timestamp = {2006-06-05T02:47:21.000+0200},
title = {Challenge-driven learning: A model for children's multimedia mathematics learning environments},
url = {http://www.cs.ubc.ca/nest/egems/kamran5.doc},
year = 1997
}