Registro completo de metadatos
Campo DC Valor Lengua/Idioma
dc.rights.licenseReconocimiento-NoComercial-CompartirIgual 4.0 Internacional. (CC BY-NC-SA)es
dc.contributor.authorDe León, Dinorahes
dc.contributor.authorDíaz-Simón, Nadires
dc.contributor.authorMaiche, Alejandroes
dc.date.accessioned2023-04-26T13:01:11Z-
dc.date.available2023-04-26T13:01:11Z-
dc.date.issued2022-06-
dc.identifier.citationDe 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.es
dc.identifier.urihttps://hdl.handle.net/20.500.12381/3210-
dc.description.abstractMathematics 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.es
dc.description.sponsorshipAgencia Nacional de Investigación e Innovaciónes
dc.description.sponsorshipFundación Ceibales
dc.language.isoenges
dc.publisherThe Mathematical Cognition and Learning Society Conference, Belgium, June 2022.es
dc.rightsAcceso abiertoes
dc.subjectMathematical gameses
dc.subjectMathematical learninges
dc.subjectSocial interactiones
dc.titleLearning Math through peer interaction and intelligent machineses
dc.typeDocumento de conferenciaes
dc.subject.aniiCiencias Sociales-
dc.subject.aniiCiencias de la Educación-
dc.identifier.aniiFSED_2_2019_1_156716es
dc.type.versionEnviadoes
dc.ceibal.researchlineNuevas formas de conocer, aprender, enseñar y evaluares
dc.ceibal.researchtemaPropuestas de dinámicas de aprendizaje con abordajes innovadores en la relación docente, estudiantes y recursos digitaleses
dc.ceibal.researchtemaEvaluación del aprendizaje y la enseñanza en contextos mediados por tecnologíases
dc.subject.ceibalAprendizaje de la matemáticaes
dc.subject.ceibalEnseñanza mediada por tecnologíaes
dc.subject.ceibalEstrategias de aprendizajees
dc.subject.ceibalHabilidades cognitivases
dc.subject.ceibalInteracción entre pareses
Aparece en las colecciones: Fundación Ceibal

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