TY - GEN
T1 - How to enhance interest in mathematics by using game-based learning
AU - Plass-Nielsen, Josephine
AU - Nielsen, Oliver Bo Wolter
PY - 2019/1/1
Y1 - 2019/1/1
N2 - Mathematics is a subject taught in school from very early on, but nonetheless, many students still find it difficult and frustrating to learn, even in higher education (Berggren, 2018). This frustration may lead the students to think that they are not smart enough which may cause a lack of interest in the subject. The hypothesis that students lack interest in mathematics has been tested by collecting and analyzing data about the students’ attitude towards mathematics. Yet, according to Jo Boaler, every student should be able to learn math because “our brains have [an] enormous capacity to grow and change at any stage of life” (Duval, 2019), and this has been the main inspiration in the development of the game. The focus of this project has its emphasis on how to enhance the interest of learning mathematics for students in elementary school, more specifically fifth and sixth grade students. The final prototype is a video game, where the player is situated in a virtual house environment which resembles everyday situations that the students may encounter in their life. The core mechanic of the game is to solve puzzles disguised as normal house chores like “feeding the dog”. To move through the virtual house, the students must solve the puzzles by using mathematical thinking, thus getting a greater understanding of an application of mathematics in an environment well-known to them. The goal of this project Is to create a game that will introduce mathematical problems through game-based learning, in a manner that creates interest and sparks joy for the subject.
AB - Mathematics is a subject taught in school from very early on, but nonetheless, many students still find it difficult and frustrating to learn, even in higher education (Berggren, 2018). This frustration may lead the students to think that they are not smart enough which may cause a lack of interest in the subject. The hypothesis that students lack interest in mathematics has been tested by collecting and analyzing data about the students’ attitude towards mathematics. Yet, according to Jo Boaler, every student should be able to learn math because “our brains have [an] enormous capacity to grow and change at any stage of life” (Duval, 2019), and this has been the main inspiration in the development of the game. The focus of this project has its emphasis on how to enhance the interest of learning mathematics for students in elementary school, more specifically fifth and sixth grade students. The final prototype is a video game, where the player is situated in a virtual house environment which resembles everyday situations that the students may encounter in their life. The core mechanic of the game is to solve puzzles disguised as normal house chores like “feeding the dog”. To move through the virtual house, the students must solve the puzzles by using mathematical thinking, thus getting a greater understanding of an application of mathematics in an environment well-known to them. The goal of this project Is to create a game that will introduce mathematical problems through game-based learning, in a manner that creates interest and sparks joy for the subject.
KW - Enhance mathematical thinking
KW - Game-based learning
KW - Learning in a virtual world
KW - Math brain
KW - Mathematics
KW - Video games as a medium for learning
UR - https://www.scopus.com/pages/publications/85075285765
U2 - 10.34190/GBL.19.073
DO - 10.34190/GBL.19.073
M3 - Article in proceedings
AN - SCOPUS:85075285765
T3 - Proceedings of the European Conference on Games-based Learning
SP - 1024
EP - 1027
BT - Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019
A2 - Elbaek, Lars
A2 - Majgaard, Gunver
A2 - Valente, Andrea
A2 - Khalid, Saifuddin
PB - Academic Conferences and Publishing International
T2 - 13th International Conference on Game Based Learning, ECGBL 2019
Y2 - 3 October 2019 through 4 October 2019
ER -