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2005
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6 pages
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This article describes three mathematical games suitable to be played by different groups of students, from young elementary school students, learning the basics of arithmetic and geometry, to older students making their first steps in mathematical proving.
Both the teachers and students experience difficulties in the teaching and learning of Mathematics in Schools. Educational Game is one of the strategies that have been found to enhance the attitude and academic achievement of students in many subjects including Mathematics. But many Mathematics teachers lack the knowledge of the role of Mathematical Games, how to make and play Mathematical Games in classrooms. Hence, Mathematical Games are not played in many schools in most parts the world. Therefore, the focus of this paper is to discuss the format for the development of Mathematical Games and how to utilize Mathematical Games in Mathematics classrooms. The paper recommends that all Mathematics teachers should embrace the use of Mathematical Games in the classroom in order to improve the performance of students in the subject.
2020
Regular contributors James and Toby Russo return with a sixth principle for educationally-rich mathematical games-almost all mathematical games have the potential to be transformed into an investigation. This article builds on their earlier piece with Leicha A Bragg (APMC 23(3), 30-34).
Online Didactic Game Model for Educational and Cultural Learning: The modern computer technologies and the internet gives the opportunity for every user to reach various information and to educate him self from home. That, what is needed, is this information to be given trough systematized, simple and even fun type. Using the online didactic game will enable the online users to rise their overall culture level. Learn new knowledge and compare their current education level, playing games.
Getting students to read, digest and practice material is difficult in any discipline, but even more so for math, since many students have to cope with motivational problems and feelings of inadequacy, often due to prior unsuccesful training and teaching methods. In this paper we look at the opportunities offered by computer graphics, visual programming and game design as an alternative for traditional methods of teaching mathemathics. In particular, games may be deployed both as intruments to drill concepts and skills, but in addition as a way to identify challenges and possible strategies for solving problems in the mathematical domain. Our, perhaps somewhat optimistic, message is that, when coupled to instruction of visual programming, web technology and new media deployment, students gain insight by constructive explorations in a wide variety of mathematical problems. Moreover, by creating their own game worlds, reflection on the structure and complexity of mathematics is encouraged taking each student's capabilities and limitations into account, thus avoiding the fear of mathematics that haunts so many students.
Journal of Systemics, Cybernetics and Informatics, 2021
In this work we intend to share an educational path on mathematical games developed in the last classes of the high schools that participate to the research-project Mathematical High School Project, a project elaborated by the research group in mathematics education of the Department of Mathematics of the University of Salerno (Italy) and dedicated to scientific high school students. The "Historical path in mathematical games" is a didactic laboratory activity dedicated to students of the last year of scientific high schools. The researchers collaborated with the teachers of the schools and carried out an interdisciplinary path on puzzles and logic games invented or reworked by important mathematicians of the last two centuries. Through these themes that were scientific, historical, artistic, musical, literary ones, connections have been created thank to the presentation of texts, images, paintings, drawings, musical and literary pieces.
Mathematical games are widely used in the primary classroom; however, not all games are equally valuable. How might teachers decide which specific games to introduce? The authors present five principles of educationally-rich games to support teachers to address this issue.
INTED2019 Proceedings, 2019
The study presented in this paper shows an original and exhaustive analysis of some logic and strategy games. This kind of games represents a very useful tool for the teaching and a good approach to some mathematical concepts that must be treated in the different levels of the mathematical courses. This work is a personal view of the authors that allows the use of some games as a way to learn mathematics. It is the result of years of experience in gamification field performed in the Aula Taller Museo de las Matemáticas π-ensa (https://innovacioneducativa.upm.es/museomatematicas/). While working with students of all levels we have realized that this kind of games is a perfect instrument for the teaching and learning of mathematics. Our proposal involves strategy and logic games created by us as well as commercial ones. The main goal is to use the didactical value of them to introduce and consolidate some topics that the students must handle related to mathematical thinking. We want to offer students the opportunity of playing and overcoming challenges as a way to reinforce the acquired learning during the current classes as well as to train their capacity of reasoning. The analysis that we have done of each game, offers to professors the opportunity of using them as a motivating tool to introduce mathematical concepts.
Edulearn12 Proceedings 4th International Conference on Education and New Learning Technologies 02 07 2012 04 07 2012 Barcelona, 2012
In this article we present a didactic experience developed by the GIE (Group of Educational Innovation) "Pensamiento Matemático" of the Polytechnics University of Madrid (UPM), in order to bring secondary students and university students closer to Mathematics. It deals with the development of a virtual board game called Mate-trivial. The mechanics of the game is to win points by going around the board which consists of four types of squares identified by colours: "Statistics and Probability", "Calculus and Analysis", "Algebra and Geometry" and "Arithmetic and Number Theory ". When landing on a square, a question of its category is set out: a correct answer wins 200 points, if wrong it loses 100 points, and not answering causes no effect on the points, but all the same, two minutes out of the 20 minutes that each game lasts are lost. For the game to be over it is necessary, before those 20 minutes run out, to reach the central square and succeed in the final task: four chained questions, one of each type, which must be all answered correctly. It is possible to choose between two levels to play: Level 1, for pre-university students and Level 2 for university students. A prototype of the game is available at the website "Aula de Pensamiento Matemático" developed by the GIE: http://innovacioneducativa.upm.es/pensamientomatematico/. This activity lies within a set of didactic actions which the GIE is developing in the framework of the project "Collaborative Strategies between University and Secondary School Education for the teaching and learning of Mathematics: An Application to solve problems while playing", a transversal project financed by the UPM.
Mathematics courses—pure or applied—and education courses, with pedagogical, didactic, and psychological contents are two groups of courses of which programs for training prospective high-school mathematics teachers commonly consist. They often are given in separate departments, with very little, if any, coordination among the instructors. Four independent problem solving centered bridging courses are described. They differ in the context which gives rise to the problems: (1) Mathematics problems that arise in the context of (strategy) games; (2) Mathematics problems that raise cognitive conflicts (paradoxes); (3) Mathematics problems that had a significant impact on the development of mathematics throughout its history; (4) Mathematics problems related to applications of mathematics and mathematical modeling. Ambiguity, contradictions, surprise, and paradoxes are the common thread of all the activities in these courses. This chapter focuses on the details of the first course, illustrating it by two sample tasks: (1) “Who gets first to 100?”, and (2) “Checker Board Jumps”. Emerging problem-solving activities are described and analyzed. The ultimate goal of the four-course series is to provide for a rich context in which prospective teachers can grasp the wide-scope nature of mathematics as a problem-posing/conjecturing and problem-solving/proving discipline, as well as the culture, beauty, and intellectual fulfillment of mathematics, so that they develop an enthusiastic attitude towards communicating these values to high-school students.
Traditional mathematics teaching in schools has fostered memorization of facts and procedures. Studies indicate that most of the students have problems learning mathematics due to lack of motivation, boredom, little encouragement for self-learning, lack of interest and proficiency in the subject, lack of continuity and focus. From the constructivist perspective, the effect of students’ active participation on maths achievement cannot be ignored. In an effort to engage children in mathematics learning, many teachers teaching primary grades use mathematical games and activities to overcome these barriers. Games have not only been employed for drill and practice but also for warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. In order to bridge the achievement gaps between high and low achieving students, it is important to consider how to help students with low achievement improve their learning performance. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind the use.