2015
DOI: 10.1177/0735633115598492
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Supporting Children’s Learning of Probability Through Video Game Programming

Abstract: Teaching programming and creating games have attracted much attention over the years, mostly the attention of curriculum developers and teachers. This study designed and developed a video game-based intervention, then investigated the effects of this intervention on middle school students' learning of probability concepts. In the study, the students learned and used Scratch as a game programming tool. Initially, they received hands-on learning activities on how to use Scratch, and then developed video games ba… Show more

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Cited by 20 publications
(10 citation statements)
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“…A positive correlation between programming quizzes and better math test scores has been detected in a 5 th grade class (Lewis & Shah, 2012); there is evidence that 3 rd graders improve in the identification and comparison of numbers (Zavala, Gallardo, & García-Ruíz, 2013); a significantly more positive attitude towards math after including programming activities in middle school has been proved (Ke, 2014); a significant improvement on middle school students' learning of probability concepts after developing Scratch video games has been reported (Akpinar & Aslan, 2015); and a significant increase in mathematical thinking in 6 th grade students after the use of Scratch has been found (Calao, Moreno-León, Correa, & Robles, 2015).…”
Section: Introductionmentioning
confidence: 98%
“…A positive correlation between programming quizzes and better math test scores has been detected in a 5 th grade class (Lewis & Shah, 2012); there is evidence that 3 rd graders improve in the identification and comparison of numbers (Zavala, Gallardo, & García-Ruíz, 2013); a significantly more positive attitude towards math after including programming activities in middle school has been proved (Ke, 2014); a significant improvement on middle school students' learning of probability concepts after developing Scratch video games has been reported (Akpinar & Aslan, 2015); and a significant increase in mathematical thinking in 6 th grade students after the use of Scratch has been found (Calao, Moreno-León, Correa, & Robles, 2015).…”
Section: Introductionmentioning
confidence: 98%
“…However, as it was first proposed by Abelson and DiSessa (1986) with the aid of the LOGO turtle, these curves can be approximated by iteratively drawing segments of certain lengths and angles. The LOGO turtle, which originally was a real robot developed at Massachusetts Institute of Technology at the end of the 60s, refers to an on-screen cursor implemented in the LOGO language that was capable of responding to easy instructions from the user (basic direction setting of the turtle and rectilinear movements).…”
Section: Generation Of Curvesmentioning
confidence: 99%
“…This turtle is also available in R in the package TurtleGraphics. As it is shown in the publication of Abelson and DiSessa (1986), the procedure to obtain any trochoid needs a pair of angles and a pair of lengths (and an initial point to start the curve). An iterative process is then defined based on these angles and lengths, which makes possible the continuous generation of every kind of trochoid.…”
Section: Generation Of Curvesmentioning
confidence: 99%
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