2015
DOI: 10.17083/ijsg.v2i4.98
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Using video games to combine learning and assessment in mathematics education

Abstract: One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different mathematics video games, Semideus and Wuzzit Trouble. In the current study, we validated the Semideus game as a rational number test instrument. We used it… Show more

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Cited by 45 publications
(44 citation statements)
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References 39 publications
(59 reference statements)
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“…However, while it is easy to find mathematics training solutions, games, and apps online, only a small fraction of existing mathematics learning games are founded on theoretically sound principles. Few integrate mathematics directly into the gameplay, rely on valid theories of learning, and really utilize the possibilities that game technologies provide for learning (Kiili et al, 2015).…”
Section: Game-based Learning To Support Arithmetic Fact Retrievalmentioning
confidence: 99%
“…However, while it is easy to find mathematics training solutions, games, and apps online, only a small fraction of existing mathematics learning games are founded on theoretically sound principles. Few integrate mathematics directly into the gameplay, rely on valid theories of learning, and really utilize the possibilities that game technologies provide for learning (Kiili et al, 2015).…”
Section: Game-based Learning To Support Arithmetic Fact Retrievalmentioning
confidence: 99%
“…En un estudio reciente, K. Kiili et al (2015). utilizan dos videojuegos en una misma propuesta didáctica con alumnos de los primeros cursos de Educación Primaria.…”
Section: Los Videojuegos Como Objeto De Investigación Incipiente En Eunclassified
“…Tal como lo señalan estudios recientes, el uso de videojuegos como recurso pedagógico puede permitir que el aprendizaje sea vivencial y entretenido, así como fomentar y desarrollar habilidades cognitivas superiores (Carretero et al, 2008;Gerber y Scott, 2011;Watson, Mong y Harris, 2011;Connollya, Boylea, MacArthur, Haineya y Boyle, 2012;All, Castellar y Van Looy, 2014;Kiili, Devlin, Perttula, Tuomi y Lindstedt, 2015), ayudar a desarrollar la creatividad y aumentar la motivación de los estudiantes (Papastergiou, 2009;Jackson, Witt, Games, Fitzgerald, Von Eye y Zhao, 2011). Además, debido a su calidad gráfica, reglas y mecánicas, pueden cumplir con los requerimientos para promover un aprendizaje lúdico, inmersivo y participativo (Cuenca y Martín, 2010;Watson et al, 2011).…”
Section: La Enseñanza De La Historia En El Contexto Educativo Peruanounclassified