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Design of Gaming Instructional Materials to Cultivate a Problem-solving Ability by Utilizing Statistical Data Analysis Methods
PROCEEDING

, Tokyo Institute of Technology, Japan

EdMedia + Innovate Learning, in Online, The Netherlands ISBN 978-1-939797-50-6 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Statistical education in most countries has an emphasis on problem-solving activities, whereas in Japan, the focus is still on instilling mathematical knowledge and training calculation skills. As an attempt to address this problem, I propose a method to conduct statistical education with a view to transferring its outcome to various fields and deal with statistical problem solving as a part of general problem solving. The Warp and Woof model of problem-solving used here was specialized for statistics education and taught as meta-cognitive knowledge, while the utilization of ways of viewing and thinking and general-purpose knowledge in the model were taught in problem-solving activities. The use of gaming instructional materials and their design were discussed explicitly in order to explain this model, and coach a learner in the use of meta-cognitive skills.

Citation

Matsuda, T. (2020). Design of Gaming Instructional Materials to Cultivate a Problem-solving Ability by Utilizing Statistical Data Analysis Methods. In Proceedings of EdMedia + Innovate Learning (pp. 703-711). Online, The Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved November 27, 2021 from .

Slides