• Title/Summary/Keyword: educational games of mathematics

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An exploratory study of the Educational Simulation Games for open mathematic learning (열린 수학 학습을 위한 게임의 교육적 활용 가능성 탐색)

  • 김나영
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.327-350
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    • 1998
  • The purpose of this study is to examine the applicability of educational games to open mathematic learning and consideration to the position of educational games in mathmatical education as powerful technology. For these purposes, previous literatures about games are reviewed. The concept of simulation games are defined and explore the characteristics of games includings game structure and process. And some typical educational games - Israel games, ORDA - are introduced. The main focus of the deliberation and survey of previous literatures is educational games as meaningful learning medium of mathematics and other subjuct matters. Especially educational games take a meaningful role for an implication of applicability of games especially for higher order thinking skills like problem solving, decision making, and creativity. To realize this alternative learning method of mathematics, first of all the attituce of teachers are have to change and accumulate field studies.

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A Study on Development and Utilization of the Elementary Mathematical Games (초등학교 수학 학습용 게임 개발 및 활용에 관한 연구)

  • 강문봉
    • Journal of Educational Research in Mathematics
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    • v.10 no.2
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    • pp.199-214
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    • 2000
  • The constructivism is an important stream of the recent trends of mathematics education. In order for students to construct their knowledge for themselves, above all, it should be a prerequisite that they participate in actively, Using games helps students to participate in learning mathematics actively. I think, up to now, mathematics teachers use games mainly for motivation and it does not connect to true learning mathematics through using games. So, the purposes of this study are developing the mathematical games connecting to mathematical contents closely, designing the teaching models to connect game activities to learning mathematics, and developing several teaching plans using games to mathematics class. In this study, I propose what conditions 'good' game should have, classify games as practice game, concept learning game, and strategy game, and develop 43 games from 1 to 6 grade. And I design the teaching models depending on the game types and develop the teaching plans.

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Individual, Cooperative and Collaborative Works with Educational Games of Mathematics for Computers

  • Cannone, Giacomo;Hernandez, Josefa;Palarea, Maria Mercedes;Socas, Martin M.
    • Research in Mathematical Education
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    • v.11 no.2
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    • pp.101-126
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    • 2007
  • We analyze the possibilities of using Information and Communication Technologies as a resource in the teaching/learning of Mathematics and we show the results of concrete experiments carried out with the games: "Adibu", "La ciudad perdida" and "Drood en el planeta siete", with fourteen students and two primary school teachers in a school in Santa Cruz de Tenerife (Spain). Our analysis of the games is made within a global framework in which individual, cooperative and collaborative learning are considered, taking as reference the theoretical frameworks set out by Piaget, Vygotsky, and the principles of collaborative learning (Computer Supported Collaborative Learning).

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Pre-Service Primary Teachers' Mathematical Investigation Through Transforming Mathematical Games (수학적 게임 변형을 통한 초등 예비교사의 수학적 탐구 경험)

  • Lee, Dong-Hwan
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.143-157
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    • 2016
  • This study aims to find out the feasibility and effectiveness of mathematical games as a way to provide primary pre-service teachers with doing mathematics. The game had induced the active participation of elementary pre-service teachers. Through transforming the game, the teachers have been able to experience of mathematical problem posing and generating mathematical representation. Based on this, we discuss the role of mathematical games as a method of pre-service teacher education.

Teaching Mathematics Through Games at the First Stage of Elementary Education

  • Soylu, Yasin;Isik, Ahmet
    • Research in Mathematical Education
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    • v.7 no.4
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    • pp.223-234
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    • 2003
  • Children interest themselves in all different toys they see, before beginning to speak. The psychological reasons for children′s interest in toys have been investigated for a long time. Thus many scientists have studied on the question "what is game?", but they have not reached a consensus yet. Such contradiction may be dependent upon different points of view of the researchers about game. Besides, the view of game of a child and an adult is different too. According to an adult game is a rebirth and escape from monotony. For child it is a work. The aim of this study is to make mathematics regarding a mass of abstract concepts for the students of grade 1-3 of primary school in the concrete operations period, more attractive with the help of educational and instructional games, and to contribute to student′s developing. The capability of thinking and producing by changing abstract concepts into concrete ones.

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Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach

  • Ramdania, Diena Rauda;Prihatmanto, Ary Setijadi;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.603-611
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    • 2016
  • Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.

Future Elementary School Teacher's Carrying Out Mathematics Classes Using Play-Action Programs (예비초등교사를 대상으로 한 '놀이수학' 수업의 실행)

  • Kim, Sung-Joon
    • Journal of the Korean School Mathematics Society
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    • v.9 no.4
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    • pp.575-595
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    • 2006
  • In this paper, we investigated the effects of mathematics classes using play-action programs in the course of mathematics education of future elementary school teachers. This study was conducted with 43 junior university students who selected 'Play Mathematics' in 2006. All the participants in this course was divided 11 groups. Play-action mathematics programs was consisted of 12 themes. For example, there was tangram, somacube, hexamino, tessellation, geoboard etc. In the beginning of lessons, we investigated theses themes itself through plays, puzzles, games, and computer programs. And next time, we investigated the relationships between these themes and elementary mathematic textbooks(i.e. mathematical contents). In 14th and 15th lessons, all the groups took a project presentation lessons that included all things about play mathematics in all group categories. And they developed two themes of play mathematics in accordance with grades, contents, levels as course tasks. Through this study, three educational effects induced. First, future elementary school teachers have a deep understanding about play-action mathematics. They are interested in these play themes, and take part in these play mathematics programs of their own accord. And they realize that these play themes are related to elementary mathematics. Second, future elementary school teachers' attitude and mind about mathematical are improved after this course. Third, future elementary school teachers comprehend various instruction methods relating to play mathematics. Therefore, we suggest that future elementary school teachers need to have many opportunity to experience and develop a mathematics classes using play mathematics.

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A materialization of the experimental class model for Probability and Statistics lessons (수학 실험실 수업 모형의 개발 연구)

  • 임지연;이영하
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.73-87
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    • 1998
  • Recently experimental class model is growingly recommended for mathematics instruction. Freudenthal(1973) points out the difficulties of learning probability and Fischebien suggested to teach probability more intuitively through games. However detailed explanations for such classes are not easy to find. This paper is to give more detailed materials for those lessons and to check its effectiveness. We give 6 topics of probability and statistics being taught in our middle school, such as histogram, concept of probability, probability calculations, expectations, standard deviations, and correlations and each of which is given along with the experimental materials to be used. We perform a trial of the methods and found some encouragement in the students' mathematical attitudes and interests but not in the achievements. We belive that the drawback of the achievement result is due to the short length of time of our experiments.

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A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.567-581
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    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

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A Study on the Possibilities of Using Metaverse in Mathematics Education (수학교육에서 메타버스의 활용 가능성에 대한 소고)

  • Park, Mangoo
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.397-422
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    • 2022
  • The purpose of this study was to explore the possibilities of using the Metaverse in mathematics education. The use of the Metaverse started for commercial purposes, and now its use is expanding to all areas, including education. For this study, the researcher analyzed preceding studies related to the Metaverse and the domestic Metaverse platforms for mathematics education in Korea. As a result of the study, the use of Metaverse for mathematics education is still in its beginning stage, and most of the content is limited to mathematical games. However, there are a lot of opportunities and possibilities for mathematics education with Metaverse, and we need to develop the Metaverse platforms specialized for mathematics education with high-quality mathematics content. The researcher suggested to build infrastructure and operate a national level educational Metaverse platform, develop math-specific Metaverse platforms and mathematical content based on field-tested research on the use of the Metaverse platforms. The researcher also emphasized the necessity of teacher education programs for teachers to strengthen the utilization capacity of the Metaverse for mathematics education.