STUDENTS’ MATHEMATICS EXPERIENCE OF THE TECHNOLOGY SELF-DIRECTED LEARNING (TSDL) PEDAGOGY
1 Good Hope School (HONG KONG)
2 The University of Hong Kong (HONG KONG)
About this paper:
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
Technology is getting popular in mathematics learning while the new learning method often involves innovative design. By taking flipped classroom and game-based learning as a reference, we designed a Technology-based Self-Directed Learning (TSDL) package, consisting of notes with QR codes, online Google Classroom platform and game-based activities, which aims to consolidate students’ knowledge through a set of five-step Self-Directed Learning Indicators (Goal Setting, Self-Planning, Self-Monitoring, Self-Evaluation and Revision). How may students accept and learn from the TSDL pedagogical approach? This paper aims to explore students’ participation and acceptance of self-directed learning with technology on mathematics.
The innovative design consists of mathematics notes with QR codes to provide an extra channel for students to understand the concepts and how to complete the teaching examples before seeking help from others. To achieve the above, students can access teaching videos by scanning the QR codes. The practice of using flipped classroom encourages students to equip basic knowledge and skills outside the classroom as well as more advanced activity or discussion in an environment with an extended virtual space of learning. Besides, all the teaching materials and past papers could be retrieved and downloaded from their class’s Google Classroom. This online platform provides students with an opportunity to learn and revise at their own pace. Last but not least is the game-based activities, which consists of daily-life problems, hands-on activities, online activities (e.g. Geogebra) and Kahoot quizzes. These game-based learning activities not only further developed students’ concepts and skills; but also nurture their positive and proactive learning attitude towards mathematics.
The students’ participation and acceptance of this mode of learning will be investigated by using Technology Acceptance Model (TAM) with a number of measures, including students’ perceived usefulness, perceived ease of use, the frequency of current usage and expected future usage of this package. The data collection includes questionnaire survey, interviews and students’ work.
The results of the questionnaire show that more than half of the students found the package useful and easy to use, while more than 50% of them are currently using this package several times a week and about 50% would likely be using it in the future. Furthermore, students’ positive perception can be found in the interview data as all of them believe Kahoot quizzes are interesting. Among the three components, the game-based activities are the most popular and the notes with QR codes came second. Further research is needed to investigate any game-related pedagogical approach, which promotes self-directed learning.Keywords:
Technology, self-directed learning, flipped classroom, QR code, online platform, game.