Effects of Digital Game-Based Learning on Fifth Grades’ Learning of Factors and Multiples

碩士 === 國立臺灣師範大學 === 資訊教育研究所 === 105 === This research was to develop a digital game-supported learning material on concepts of greatest common divisor (G.C.D.) and least common multiple (L.C.M.), to examine its effects on fifth grade students’ math learning achievement, and to investigate learning a...

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Bibliographic Details
Main Authors: Chang, Pei-Jung, 張佩蓉
Other Authors: Qiu, Gui-Fa
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/jaxws9
Description
Summary:碩士 === 國立臺灣師範大學 === 資訊教育研究所 === 105 === This research was to develop a digital game-supported learning material on concepts of greatest common divisor (G.C.D.) and least common multiple (L.C.M.), to examine its effects on fifth grade students’ math learning achievement, and to investigate learning attitude toward mathematics and students’ perceptions of satisfaction about the learning material. Participants are 61 fifth grade students of two classes at Kaohsiung of Taiwan. All of the students have learned the concepts of divisors and multiples. Research instruments included a game-supported learning material, a mathematical achievement test, a mathematics learning attitude questionnaire, a satisfaction questionnaire, and a teacher interview form. A pretest-posttest quasi-experimental design was used. The research results indicate that both classes have significant improvement on the mathematical achievement test, but without significant difference between classes. Students’ self-confidence in mathematical learning, feeling of the usefulness of mathematics, and motivation toward mathematical learning are highly positive. Class B showed a more positive attitude toward game-supported math learning and had a less mathematical anxiety than class A. Students had a high satisfaction toward the ease of use and the usefulness of the game-supported math learning material.