The study of Monopoly Game with network on Master Learning effectiveness - a circle area of 6th grade math curriculum in elementary school

碩士 === 亞洲大學 === 資訊工程學系碩士在職專班 === 98 === Using game play teaching materials to promote learning motivations is a very popular topic nowadays. The researcher changed the textbook -- the area of a circle of sixth grade mathematics curriculum in elementary school -- into the game-play teaching materials...

Full description

Bibliographic Details
Main Authors: Wu Cheng Hong, 吳政宏
Other Authors: 袁賢銘
Format: Others
Language:zh-TW
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/48404159180769066525
Description
Summary:碩士 === 亞洲大學 === 資訊工程學系碩士在職專班 === 98 === Using game play teaching materials to promote learning motivations is a very popular topic nowadays. The researcher changed the textbook -- the area of a circle of sixth grade mathematics curriculum in elementary school -- into the game-play teaching materials. The materials used as Mastering Learning tool for after-school adaptive remedial teaching. Blending the concept of Monopoly Game into teaching materials designed to raise learning motivations. To avoid guessing the answer, the researcher took fill in the blank form instead of multiple choices. If the learner can’t pass the concept examination, the research provided immediately the pre-recorded audio-visual adaptive remedial teaching materials to help. In addition to, the system also has the swap function and imports the PPT files to replace the themes. The results showed as follow: 1. There was no different whole learning effect between different genders. 2. The student Master Learning was proceed by joining Asynchronous video and promoted students learning effect. 3. The student Master Learning was proceed by using Monopoly Game and promoted students learning effect. 4. Using Monopoly Game on the effects of student Master Learning is better than joining Asynchronous video learning. The contribution of this study is lifting students’ concentration and learning motivation by changing textbook into varied theme games to conduct student Master Learning. Taking the swap function to give the different level students adaptive teaching.