How Gamification Applies for Educational Purpose Specially with College Algebra

被引:36
作者
Faghihi, Usef [1 ]
Brautigam, Albert [2 ]
Jorgenson, Kris [2 ]
Martin, David [2 ]
Brown, Angela [2 ]
Measures, Elizabeth [2 ]
Maldonado-Bouchard, Sioui [3 ]
机构
[1] Cameron Univ, Lawton, OK 73505 USA
[2] Sul Ross State Univ, Alpine, TX 79830 USA
[3] Texas A&M Univ, College Stn, TX 77843 USA
来源
5TH ANNUAL INTERNATIONAL CONFERENCE ON BIOLOGICALLY INSPIRED COGNITIVE ARCHITECTURES, 2014 BICA | 2014年 / 41卷
关键词
Gamification; Artificial Intelligence; Tutoring systems; How to gamify mathematics' concepts;
D O I
10.1016/j.procs.2014.11.102
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Gaming environments have been used to teach mathematical topics such as addition and division in a fun manner*. However, when it comes to college level mathematical concepts such as the use of the quadratic formula, there are very few software that explain these concepts in a fun way. In this paper, we present a first step towards using video game elements and Artificial Intelligence Tutoring system techniques to teach mathematical concepts such as factoring and the quadratic formula. These concepts are explained in a way that helps learners make a connection between the mathematical concepts and their real life experience. These methods of learning are supported by several studies (Bonwell & Eison, 1991; Donovan & Bransford, 2004; Scarlatos, 2006). We use gamification techniques during the training and test phases to help students learn the mathematical concepts. We then compare the performance of students who used our system (MathDungeon) with that of students who used the most popular math tutoring programs used in US colleges: Assessment and Learning, K-12, Higher Education (ALEKS). The number of students who used MathDungeon and scored above the median score on the test of math performance was greater than the number of students who used ALEKS and scored higher than the median score.
引用
收藏
页码:182 / 187
页数:6
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