Learning Math through peer interaction and intelligent machines

De León, Dinorah - Díaz-Simón, Nadir - Maiche, Alejandro

Resumen:

Mathematics learning can be reinforced through specific activities such as games that include numerical content. Numerical games have been developed for this purpose, showing that both digital games (Moyer-Packenham, et al., 2019) and physical material such as board games (Gasteiger and Moeller, 2021) are useful. However, recent games that combine digital and physical characteristics such as hybrid games seem to be promising, since this type of game combines the benefits of both modalities (Mora, Fagerbekk, Monnier, Schroeder and Divitini, 2016). In the present study we designed and tested an intervention program to compare the impact of both types of games on mathematical learning. The program was applied to 268 children between 5 and 6 years of age in the city of Montevideo. Children were assigned to one of the three conditions: digital, hybrid and a business as usual condition (BAU). The results show a significant improvement in the experimental groups (digital and hybrid) compared to the BAU in their mathematical abilities. However, when comparing the experimental groups, the results show greater advances in the hybrid game condition. This could suggest that the social interaction generated in hybrid games could be an important factor in the learning of mathematical concepts at these ages.


Detalles Bibliográficos
2022
Agencia Nacional de Investigación e Innovación
Fundación Ceibal
Mathematical games
Mathematical learning
Social interaction
Ciencias Sociales
Ciencias de la Educación
Aprendizaje de la matemática
Enseñanza mediada por tecnología
Estrategias de aprendizaje
Habilidades cognitivas
Interacción entre pares
Inglés
Fundación Ceibal
Ceibal en REDI
https://hdl.handle.net/20.500.12381/3210
Acceso abierto
Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional. (CC BY-NC-SA)
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author De León, Dinorah
author2 Díaz-Simón, Nadir
Maiche, Alejandro
author2_role author
author
author_facet De León, Dinorah
Díaz-Simón, Nadir
Maiche, Alejandro
author_role author
bitstream.checksum.fl_str_mv 3c9d86d36485746409b4281a0893d729
bdcfce2b003df2d802402e3fe9c9e44c
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
bitstream.url.fl_str_mv https://redi.anii.org.uy/jspui/bitstream/20.500.12381/3210/2/license.txt
https://redi.anii.org.uy/jspui/bitstream/20.500.12381/3210/1/7-MCLS%202022%2c%20de%20Le%c3%b3n%2c%20D..pdf
collection Ceibal en REDI
dc.creator.none.fl_str_mv De León, Dinorah
Díaz-Simón, Nadir
Maiche, Alejandro
dc.date.accessioned.none.fl_str_mv 2023-04-26T13:01:11Z
dc.date.available.none.fl_str_mv 2023-04-26T13:01:11Z
dc.date.issued.none.fl_str_mv 2022-06
dc.description.abstract.none.fl_txt_mv Mathematics learning can be reinforced through specific activities such as games that include numerical content. Numerical games have been developed for this purpose, showing that both digital games (Moyer-Packenham, et al., 2019) and physical material such as board games (Gasteiger and Moeller, 2021) are useful. However, recent games that combine digital and physical characteristics such as hybrid games seem to be promising, since this type of game combines the benefits of both modalities (Mora, Fagerbekk, Monnier, Schroeder and Divitini, 2016). In the present study we designed and tested an intervention program to compare the impact of both types of games on mathematical learning. The program was applied to 268 children between 5 and 6 years of age in the city of Montevideo. Children were assigned to one of the three conditions: digital, hybrid and a business as usual condition (BAU). The results show a significant improvement in the experimental groups (digital and hybrid) compared to the BAU in their mathematical abilities. However, when comparing the experimental groups, the results show greater advances in the hybrid game condition. This could suggest that the social interaction generated in hybrid games could be an important factor in the learning of mathematical concepts at these ages.
dc.description.sponsorship.none.fl_txt_mv Agencia Nacional de Investigación e Innovación
Fundación Ceibal
dc.identifier.anii.es.fl_str_mv FSED_2_2019_1_156716
dc.identifier.citation.es.fl_str_mv De León, D., Díaz, N., Maiche, A. (June, 2022). Learning Math through peer interaction and intelligent machines. Poster presented in The Mathematical Cognition and Learning Society Conference, Belgium.
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12381/3210
dc.language.iso.none.fl_str_mv eng
dc.publisher.es.fl_str_mv The Mathematical Cognition and Learning Society Conference, Belgium, June 2022.
dc.rights.es.fl_str_mv Acceso abierto
dc.rights.license.none.fl_str_mv Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional. (CC BY-NC-SA)
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Ceibal en REDI
instname:Fundación Ceibal
instacron:Fundación Ceibal
dc.subject.anii.none.fl_str_mv Ciencias Sociales
Ciencias de la Educación
dc.subject.ceibal.es.fl_str_mv Aprendizaje de la matemática
Enseñanza mediada por tecnología
Estrategias de aprendizaje
Habilidades cognitivas
Interacción entre pares
dc.subject.es.fl_str_mv Mathematical games
Mathematical learning
Social interaction
dc.title.none.fl_str_mv Learning Math through peer interaction and intelligent machines
dc.type.es.fl_str_mv Documento de conferencia
dc.type.none.fl_str_mv info:eu-repo/semantics/conferenceObject
dc.type.version.es.fl_str_mv Enviado
dc.type.version.none.fl_str_mv info:eu-repo/semantics/submittedVersion
description Mathematics learning can be reinforced through specific activities such as games that include numerical content. Numerical games have been developed for this purpose, showing that both digital games (Moyer-Packenham, et al., 2019) and physical material such as board games (Gasteiger and Moeller, 2021) are useful. However, recent games that combine digital and physical characteristics such as hybrid games seem to be promising, since this type of game combines the benefits of both modalities (Mora, Fagerbekk, Monnier, Schroeder and Divitini, 2016). In the present study we designed and tested an intervention program to compare the impact of both types of games on mathematical learning. The program was applied to 268 children between 5 and 6 years of age in the city of Montevideo. Children were assigned to one of the three conditions: digital, hybrid and a business as usual condition (BAU). The results show a significant improvement in the experimental groups (digital and hybrid) compared to the BAU in their mathematical abilities. However, when comparing the experimental groups, the results show greater advances in the hybrid game condition. This could suggest that the social interaction generated in hybrid games could be an important factor in the learning of mathematical concepts at these ages.
eu_rights_str_mv openAccess
format conferenceObject
id CEIBAL_b2acee14a466da3bae61e97b6a45249c
identifier_str_mv De León, D., Díaz, N., Maiche, A. (June, 2022). Learning Math through peer interaction and intelligent machines. Poster presented in The Mathematical Cognition and Learning Society Conference, Belgium.
FSED_2_2019_1_156716
instacron_str Fundación Ceibal
institution Fundación Ceibal
instname_str Fundación Ceibal
language eng
network_acronym_str CEIBAL
network_name_str Ceibal en REDI
oai_identifier_str oai:redi.anii.org.uy:20.500.12381/3210
publishDate 2022
reponame_str Ceibal en REDI
repository.mail.fl_str_mv mamunoz@fundacionceibal.edu.uy
repository.name.fl_str_mv Ceibal en REDI - Fundación Ceibal
repository_id_str 9421_1
rights_invalid_str_mv Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional. (CC BY-NC-SA)
Acceso abierto
spelling Reconocimiento-NoComercial-CompartirIgual 4.0 Internacional. (CC BY-NC-SA)Acceso abiertoinfo:eu-repo/semantics/openAccess2023-04-26T13:01:11Z2023-04-26T13:01:11Z2022-06De León, D., Díaz, N., Maiche, A. (June, 2022). Learning Math through peer interaction and intelligent machines. Poster presented in The Mathematical Cognition and Learning Society Conference, Belgium.https://hdl.handle.net/20.500.12381/3210FSED_2_2019_1_156716Mathematics learning can be reinforced through specific activities such as games that include numerical content. Numerical games have been developed for this purpose, showing that both digital games (Moyer-Packenham, et al., 2019) and physical material such as board games (Gasteiger and Moeller, 2021) are useful. However, recent games that combine digital and physical characteristics such as hybrid games seem to be promising, since this type of game combines the benefits of both modalities (Mora, Fagerbekk, Monnier, Schroeder and Divitini, 2016). In the present study we designed and tested an intervention program to compare the impact of both types of games on mathematical learning. The program was applied to 268 children between 5 and 6 years of age in the city of Montevideo. Children were assigned to one of the three conditions: digital, hybrid and a business as usual condition (BAU). The results show a significant improvement in the experimental groups (digital and hybrid) compared to the BAU in their mathematical abilities. However, when comparing the experimental groups, the results show greater advances in the hybrid game condition. This could suggest that the social interaction generated in hybrid games could be an important factor in the learning of mathematical concepts at these ages.Agencia Nacional de Investigación e InnovaciónFundación CeibalengThe Mathematical Cognition and Learning Society Conference, Belgium, June 2022.Mathematical gamesMathematical learningSocial interactionCiencias SocialesCiencias de la EducaciónAprendizaje de la matemáticaEnseñanza mediada por tecnologíaEstrategias de aprendizajeHabilidades cognitivasInteracción entre paresLearning Math through peer interaction and intelligent machinesDocumento de conferenciaEnviadoinfo:eu-repo/semantics/submittedVersioninfo:eu-repo/semantics/conferenceObjectNuevas formas de conocer, aprender, enseñar y evaluarPropuestas de dinámicas de aprendizaje con abordajes innovadores en la relación docente, estudiantes y recursos digitalesEvaluación del aprendizaje y la enseñanza en contextos mediados por tecnologíasreponame:Ceibal en REDIinstname:Fundación Ceibalinstacron:Fundación CeibalDe León, DinorahDíaz-Simón, NadirMaiche, AlejandroLICENSElicense.txtlicense.txttext/plain; charset=utf-84944https://redi.anii.org.uy/jspui/bitstream/20.500.12381/3210/2/license.txt3c9d86d36485746409b4281a0893d729MD52ORIGINAL7-MCLS 2022, de León, D..pdf7-MCLS 2022, de León, D..pdfapplication/pdf1382085https://redi.anii.org.uy/jspui/bitstream/20.500.12381/3210/1/7-MCLS%202022%2c%20de%20Le%c3%b3n%2c%20D..pdfbdcfce2b003df2d802402e3fe9c9e44cMD5120.500.12381/32102024-04-13 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gdXNvIGRlIGxpY2VuY2lhcyBDcmVhdGl2ZSBDb21tb25zIHkgRUxJR0UgdW5hIGRlIGVzdGFzIGxpY2VuY2lhcyBlc3RhbmRhcml6YWRhcyBhIGxvcyBmaW5lcyBkZSBjb211bmljYXIgc3Ugb2JyYS48L3A+Cgo8cD5FbCBBdXRvciwgY29tbyBnYXJhbnRlIGRlIGxhIGF1dG9yw61hIGRlIGxhIG9icmEgeSBlbiByZWxhY2nDs24gYSBsYSBtaXNtYSwgZGVjbGFyYSBxdWUgPGI+QU5JSTwvYj4gc2UgZW5jdWVudHJhIGxpYnJlIGRlIHRvZG8gdGlwbyBkZSByZXNwb25zYWJpbGlkYWQsIHNlYSDDqXN0YSBjaXZpbCwgYWRtaW5pc3RyYXRpdmEgbyBwZW5hbCwgeSBxdWUgw6lsIG1pc21vIGFzdW1lIGxhIHJlc3BvbnNhYmlsaWRhZCBmcmVudGUgYSBjdWFscXVpZXIgcmVjbGFtbyBvIGRlbWFuZGEgcG9yIHBhcnRlIGRlIHRlcmNlcm9zLiBMYSA8Yj5BTklJPC9iPiBlc3RhcsOhIGV4ZW50YSBkZSBlamVyY2l0YXIgYWNjaW9uZXMgbGVnYWxlcyBlbiBub21icmUgZGVsIEF1dG9yIGVuIGVsIHN1cHVlc3RvIGRlIGluZnJhY2Npb25lcyBhIGRlcmVjaG9zIGRlIHByb3BpZWRhZCBpbnRlbGVjdHVhbCBkZXJpdmFkb3MgZGVsIGRlcMOzc2l0byB5IGFyY2hpdm8gZGUgbGEgb2JyYS48L3A+Cgo8cD48Yj5BTklJPC9iPiBub3RpZmljYXLDoSBhbCBBdXRvciBkZSBjdWFscXVpZXIgcmVjbGFtYWNpw7NuIHF1ZSByZWNpYmEgZGUgdGVyY2Vyb3MgZW4gcmVsYWNpw7NuIGNvbiBsYSBvYnJhIHksIGVuIHBhcnRpY3VsYXIsIGRlIHJlY2xhbWFjaW9uZXMgcmVsYXRpdmFzIGEgbG9zIGRlcmVjaG9zIGRlIHByb3BpZWRhZCBpbnRlbGVjdHVhbCBzb2JyZSBlbGxhLjwvcD4KCjxwPkVsIEF1dG9yIHBvZHLDoSBzb2xpY2l0YXIgZWwgcmV0aXJvIG8gbGEgaW52aXNpYmlsaXphY2nDs24gZGUgbGEgb2JyYSBkZSBSRURJIHPDs2xvIHBvciBjYXVzYSBqdXN0aWZpY2FkYS4gQSB0YWwgZmluIGRlYmVyw6EgbWFuaWZlc3RhciBzdSB2b2x1bnRhZCBlbiBmb3JtYSBmZWhhY2llbnRlIHkgYWNyZWRpdGFyIGRlYmlkYW1lbnRlIGxhIGNhdXNhIGp1c3RpZmljYWRhLiBBc2ltaXNtbyA8Yj5BTklJPC9iPiBwb2Ryw6EgcmV0aXJhciBvIGludmlzaWJpbGl6YXIgbGEgb2JyYSBkZSBSRURJLCBwcmV2aWEgbm90aWZpY2FjacOzbiBhbCBBdXRvciwgZW4gc3VwdWVzdG9zIHN1ZmljaWVudGVtZW50ZSBqdXN0aWZpY2Fkb3MsIG8gZW4gY2FzbyBkZSByZWNsYW1hY2lvbmVzIGRlIHRlcmNlcm9zLjwvcD4KGobiernohttps://fundacionceibal.edu.uy/https://redi.anii.org.uy/oai/requestmamunoz@fundacionceibal.edu.uyUruguayopendoar:9421_12024-04-13T18:50:50Ceibal 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spellingShingle Learning Math through peer interaction and intelligent machines
De León, Dinorah
Mathematical games
Mathematical learning
Social interaction
Ciencias Sociales
Ciencias de la Educación
Aprendizaje de la matemática
Enseñanza mediada por tecnología
Estrategias de aprendizaje
Habilidades cognitivas
Interacción entre pares
status_str submittedVersion
title Learning Math through peer interaction and intelligent machines
title_full Learning Math through peer interaction and intelligent machines
title_fullStr Learning Math through peer interaction and intelligent machines
title_full_unstemmed Learning Math through peer interaction and intelligent machines
title_short Learning Math through peer interaction and intelligent machines
title_sort Learning Math through peer interaction and intelligent machines
topic Mathematical games
Mathematical learning
Social interaction
Ciencias Sociales
Ciencias de la Educación
Aprendizaje de la matemática
Enseñanza mediada por tecnología
Estrategias de aprendizaje
Habilidades cognitivas
Interacción entre pares
url https://hdl.handle.net/20.500.12381/3210