Title page for 945204004


[Back to Results | New Search]

Student Number 945204004
Author Michu M. Hu(­J»Ê»Í)
Author's Email Address michu@cl.ncu.edu.tw
Statistics This thesis had been viewed 2692 times. Download 445 times.
Department Network Learning Technology
Year 2006
Semester 2
Degree Master
Type of Document Master's Thesis
Language English
Title Teacher's and Students' Perspectives on Bingo Game
Date of Defense 2007-07-03
Page Count 132
Keyword
  • feedback
  • game-based learning
  • motivation
  • skill building
  • sustainability
  • Abstract This study bases on a previous research called EduBingo (Liao, 2005), a bingo-like game aiming at providing elementary school children a highly motivating and engaging environment for mathematics skill building in fraction. The concept of the entire EduBingo is mainly derived by Bingo game. In EduBingo environment, each student has a computing device with wireless capabilities to participate in learning activities. The purpose lies in enabling each student to do the exercise with EduBingo, and teacher is to be a coordinator in the learning activity of EduBingo. It was found that there was an increase in the level of motivation, interests, focus and concentration in students while playing the bingo game. However, we need to extend the question editor for the teacher and to design a great diversity of questions such as addition, subtraction, multiplication, division and fraction, etc. by the teacher. Meaning while with the advances in technology and proliferation of computers in small device, there is now an opportunity to apply a new learning environment in traditional classroom. In this study, a combination of quantitative and qualitative research methods was employed for data collection and analysis. Findings showed that EduBingo could really arouse students¡¦ learning motivation, and improve their mathematics skills building. In addition, students and teacher were quite positive towards to the use of EduBingo and some helpful suggestions were raised.
    Table of Content ºK­nI
    AbstractII
    AcknowledgementsIII
    ContentsIV
    List of FiguresVI
    List of TablesVII
    1. Introduction- 1 -
    1.1 Background- 1 -
    1.2 Motivation- 4 -
    1.2.1 Applying handheld and mobile technologies in classroom- 4 -
    1.2.2 Use EduBingo to motivate students in Mathematics- 5 -
    1.3 Research questions- 6 -
    2. Related research- 7 -
    2.1 Bingo- 7 -
    2.1.1 Bingo origin- 8 -
    2.1.2 Bingo objective- 9 -
    2.1.3 Bingo rules- 10 -
    2.1.4 What makes Bingo fun- 11 -
    2.1.5 Bingo strategies- 12 -
    2.2 EduBingo- 13 -
    3. System design and implementation- 20 -
    3.1 Activity flow- 21 -
    3.2 System architecture- 23 -
    3.3 Design issues to consider- 26 -
    3.3.1 Small screen design in PDA- 26 -
    3.3.2 Wireless mobile communication- 28 -
    3.4 Teacher¡¦s client- 33 -
    3.4.1 Teacher¡¦s interface- 36 -
    3.4.2 Session design before class- 38 -
    3.4.3 Session design during class- 40 -
    3.4.4 Session monitor during class- 41 -
    3.4.5 Statistics interface after class- 42 -
    3.5 Student¡¦s client- 43 -
    3.5.1 The user login and grid preparation screen- 46 -
    3.5.2 The game screen during session- 48 -
    3.5.3 Students reflection after the session- 49 -
    3.6 EduBingo servers- 50 -
    3.6.1 Instant messaging server- 51 -
    3.6.2 Database server- 54 -
    3.6.3 Resource management server- 55 -
    4. Evaluation- 57 -
    4.1 Evaluation goals- 57 -
    4.2 Subjects- 58 -
    4.3 Settings and procedure- 58 -
    4.4 Methods to collect data- 60 -
    5. Results and discussions- 63 -
    5.1 Students¡¦ background in Mathematics- 64 -
    5.2 Students¡¦ interests in Mathematics- 65 -
    5.3 Students¡¦ perception with the difficulty of questions- 66 -
    5.4 Students¡¦ satisfaction with the interface of EduBingo- 71 -
    5.5 Students¡¦ affective states on EduBingo- 73 -
    5.6 Students¡¦ affective states on motivation- 77 -
    5.7 Students¡¦ affective states on answering- 78 -
    5.8 Students¡¦ perception of their own achievement- 80 -
    5.9 Teachers¡¦ perception of the system- 81 -
    5.10 Teachers¡¦ perception of students¡¦ affective states- 82 -
    5.11 Findings- 86 -
    5.12 Discussions- 88 -
    5.12.1 Usability- 88 -
    5.12.2 Motivation- 89 -
    5.12.3 Learning result- 90 -
    5.12.4 Immediate feedback- 92 -
    6. Conclusions- 94 -
    References- 96 -
    Appendices- 101 -
    Appendix A: Teacher interview protocol- 101 -
    Appendix B: Transcript of interview with teacher- 102 -
    Appendix C: Transcript of interview with high-achieving students- 108 -
    Appendix D: Transcript of interview with medium-achieving students- 112 -
    Appendix E: Transcript of interview with low-achieving students- 117 -
    Reference Abowd, G. D., Atkeson, C. G., Brotherton, J., Enqvist, T., Gulley, P., LeMon , J. (1998) Investigating the capture, integration and access problem of ubiquitous computing in an educational setting, Proceedings of the SIGCHI conference on Human factors in computing systems, p.440-447, April 18-23, 1998, Los Angeles, California, United States
    Adding It Up (2001). Adding it up: Helping children learn mathematics. The National Academies Press.
    Applefield, J., Huber, R. & Mahnaz, M. (2000). Constructivism in theory and practice: Toward a better understanding. High School Journal, 84(2), 35-59
    Behr, M., Harel, G.., Post, T., & Lesh, R. (1992). Rational number, ratio and proportion. In D. Grouws(Ed.), Handbook of research on mathematics teaching and learning. New York: Macmillan
    Bingo History. Retrieved on 18th June, 2007. http://www.bingobuddies.com/facts.html
    Bouton, M.E. & Fanselow, M.S. (1997) Learning, motivation, and cognition: the functional behaviorism of Robert C. Bolles. Washington, DC : American Psychological Association, 1997
    Bredemeier, M.E. & Greenblatt, C.E. (1981) The educational effectiveness of games: A synthesis of findings. Simulation & Gaming, 12(3), 307-332, 1981
    Brooks, J. & Brooks, M. (1993). In search of understanding: The case for constructivist classrooms. Association for Supervision and Curriculum Development, New Jersey: Prentice Hall
    Chan, T.W., Roschelle, J., Hsi, S., Kinshuk, Sharples, M., Brown, T., Patton, C., Cherniavsky, J., Pea, R., Norris, C., Soloway, E., Balacheff, N., Scardamalia, M., Dillenbourg, P., Looi, C.K., Milrad, M., Hoppe, U., and G1:1 MEMBERS (2006) ¡§One-to-one technology enhanced learning: An opportunity for global research collaboration¡¨, Research and Practice in Technology Enhanced Learning, 2006, 1(1), pp.3-29.
    Chang, L.J., Yang, J.C., Deng, Y.C., & Chan, T.W. (2003). EduXs: multilayer educational services platforms. Computers & Education, 41, 1-18.
    Chang, L. J., Yang, J. C., Yu, F. Y. & Chan, T. W. (2003). Development and evaluation of multiple competitive activities in a synchronous quiz game system. Journal of Innovations in Education and Training International. 40(1), 16-26.
    Chang, S.B., Tung, K.J., Huang, H.M., Chan, T.W. (2005). AGQ: A Model of Student Question Generation Supported by One-on-One Educational Computing. Computer Supported Collaborative Learning 2005.
    Ching, E., Chen, C.T., Chou, C.Y., Deng, Y.C., Chan, T.W. (2005). A Pilot Study of Computer Supported Learning by Constructing Instruction Notes and Peer Expository Instruction. Computer Supported Collaborative Learning 2005.
    Clements, D.H. & Nastasi, B.K. (1993) Electronic Media and Early Childhood Education, in B. Spodek (Ed.) Handbook of Research on the Education of Young Children, pp. 251-275. New York: Macmillan.
    Conversant website. Retrieved on 18th June, 2007. http://www.conversant.com
    Copley, J. (1992). The integration of teacher education and technology: A constructivist model. In Carey, D., Carey, R., Willis, D. & Willis, J. (eds.), Technology and Teacher Education Annual ¡V 1992 (pp. 617-622). Charlottesville: Association for the Advancement of Computing in Education
    Crawford, C. (2003). Chris Crawford on game design. Indianapolis, IN: New Riders.
    Delind, Laura B. (1984) Bingo: Some Whys and Wherefores of a Popular Pastime. Journal of Popular Culture 18 (2), 149-156. doi: 10.1111/ j.0022-3840.1984.1802_149.x
    Friedman, T. (1997) Apple's 1984: The Introduction of the Macintosh in the Cultural History of Personal Computers, the Society for the History of Technology Convention, Pasadena, California, October 1997.
    Huang, C.W., Liang, J.K. & Wang, H.Y. (2001) EduClick: A Computer-supported Formative Evaluation System with Wireless Devices in Ordinary Classroom. In Proceedings of International Conference on Computers in Education (ICCE), 2001, pp. 1462-1469.
    Jabber website. Retrieved on 18th June, 2007. http://www.jabber.org
    Keller, J.M. (1987) Tools for Enhancing and Assessing Learner Motivation. Unpublished manuscript.
    Keller, J.M. (1987) Strategies for stimulating the motivation to learn. Performance and Instruction, pp.1-7.
    Keller, J.M. (1987) The systematic process of motivational design. Performance and Instruction, pp. 1-8.
    Klawe, M. M. (1998a). Designing game-based interactive multimedia mathematics learning activities. Proceedings of the 4th UCSMP International Conference on Math and Education. Retrieved on 18th June, 2007, from: http://taz.cs.ubc.ca/egems/reports.html
    Klawe, M. (1998b). When does the use of computer games and other interactive multimedia software help students learn mathematics? In Proceedings of the Technology and NCTM Standards 2000 Conference.
    Kraus, W.H. (1981) Using a Computer Game to Reinforce Skills in Addition Basic Facts in Second Grade, Journal for Research in Mathematics Education, 12, pp. 152-155.
    LatticeWorks website. Retrieved on 18th June, 2007. http://www.latticeworksw.com/penmath.htm
    Lee, F.L., Lee, H.M.J, & Lau, T.S. (2002) Fantasy-based Learning on the Web- Tong Pak Fu and Chou Heung: the Probabilistic Fantasy. Paper presented at IEEE International Conference on Advanced Learning Technologies. Kazan, Russia, 2002
    Lepper, M. R., and Malone, T. W. (1987). Intrinsic motivation and instructional effectiveness in computer-based education. In R. E. Snow, and M. J. Farr (Eds.), Aptitude, Learning, and Instruction, III: Conative and Affective Process Analysis (pp. 255-286). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Liang, J.K., Liu, T.C., Wang, H.Y., Chang, B., Deng, Y.C., Yang, J.C., Chou, C.Y., Ko, H.W., Yang, S., Chan, T.W. (2005). A Few Design Perspectives on One-on-One Digital Classroom Environment. In Journal of Computer Assisted Learning 21, pp181-189.
    Liu, T. C., Liang, J. K., Wang, H. Y., Chan, T. W., & Wei, L. H. (2003). Embedding EduClick in Classroom to Enhance Interaction. In Proceedings of International Conference on Computers in Education (ICCE), 117-125.
    Liu, T. C., Wang, H. Y., Liang, J. K., Chan, T. W., & Yang, J. C. (2002). Applying Wireless Technologies to Build a Highly Interactive Learning Environment. In M. Milrad, U. Hoppe & Kinshuk (Eds), IEEE International Workshop on Wireless and Mobile Technologies in Education, (pp. 63-70). IEEE Computer Society Publications, Los Alamitos, CA.
    Liu, T. C., Wang, H. Y., Liang, J. K., Chan, T. W., Ko, H. W., and Yang, J. C. (2003) Wireless and mobile technologies to enhance teaching and learning. Journal of Computer Assisted Learning, 19, 3, 371-382.
    Ma, L., Knowing and Teaching Elementary Mathematics: Teachers¡¦
    Maurer, H. (1998) "Web-Based Knowledge Management," IEEE Computer, vol. 31, 1998, pp. 122-123.
    Understanding of Fundamental Mathematics in China and the United States.
    Lawrence Erlbaum associates, publishers, Mahwah, New Jersey 1999.
    Malone, T.W. (1980) What makes things fun to learn? A Study of Intrinsically Motivating Computer Games. Palo Alto: Xerox, 1980
    Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333-369.
    Malone, T.W. (1983) Guidelines for designing educational computer programs. Childhood Education, 59, 241- 247, 1983
    Malone, T. W., and Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow, and M. J. Farr (Eds.), Aptitude, Learning, and Instruction, III: Conative and Affective Process Analysis (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum Associates.
    Morrison, G., Lowther, D. & DeMeulle. (1999). Integrating Computer Technology Into the Classroom. New Jersey: Prentice Hall
    Naismith, L., Lonsdale, P., Vavoula, G., & Sharples, M. (2004) Literature review in mobile technology and learning. Futurelab Series Report 11. (http://www.futurelab.org.uk/research/reviews/reviews_11_and12/11_01.htm)
    Prensky, M. (2000). Digital Game-Based Learning. New York, NY: McGraw-Hill.
    Prensky, M. (2001). Digital Game-Based Learning. New York, NY: McGraw-Hill.
    Randel, J. M., Morris, B. A., Wetzel, C. D., and Whitehill, B. V. (1992). The effectiveness of games for educational purposes: A review of the research. Simulation and Gaming, 25, 261-276.
    Rollings A. & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design. Indianapolis, IN: New Riders.
    Roschelle, J. M., Pea, R. D., Hoadley, C. M., Gordin, D. N., and Means, B. M. (2000). Changing how and what children learn in school with computer-based technologies. Children and Computer Technology, 10(2), 76-101.
    Schmitz, B. (2005) Designing for Small Screens, Ava Publishing
    Sedighian, K. (1997). Challenge-driven learning: A model for children's multimedia mathematics learning environments. Proceedings of ED-MEDIA 97: World Conference on Educational Multimedia and Hypermedia. Retrieved on 18th June, 2007, from: http://taz.cs.ubc.ca/egems/reports.html
    Sharples, M. (2000) "The design of personal mobile technologies for lifelong learning," Computers & Education, vol. 34, 2000, pp. 177-193.
    Southwell. B. (1985). The development of rational number concepts in Papua. New Guinea. In A. Bell. B. Low. & J. Kilpatrick (Eds.), Theory, Research, and practice in mathematical education. Nottingham,England: Shell Centre for Mathematical Education, University of Nottingham
    TIMSS, International Mathematics Report, 2003
    Zwick, C., Schmitz, B. & Kühl, K. (2005) Designing for Small Screens: Mobile Phones, Smart Phones, PDAs, Pocket PCs, Navigation Systems, MP3 Players, Game Consoles. AVA Publishing.
    Advisor
  • Tak-Wai Chan(³¯¼wÃh)
  • Files
  • 945204004.pdf
  • approve in 2 years
    Date of Submission 2007-07-04

    [Back to Results | New Search]


    Browse | Search All Available ETDs

    If you have dissertation-related questions, please contact with the NCU library extension service section.
    Our service phone is (03)422-7151 Ext. 57407,E-mail is also welcomed.