Learning Math through peer interaction and intelligent machines
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.
2022 | |
Agencia Nacional de Investigación e Innovación Fundación Ceibal |
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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 |
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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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en REDI - Fundación Ceibalfalse |
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 |