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Garrett Eastman

INTEGRATING ICT WITH EDUCATION: DESIGNING AN EDUCATIONAL COMPUTER GAME FOR TEACHING FUN... - 4 views

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    Abstract: "This research seeks to look into the design process that promotes the development of an educational computer game that supports teaching and learning processes. The research specifically looks at the design of an educational computer game for teaching and learning of the topic of functions. The topic is essential in the teaching and learning of Mathematics courses such as Discrete Mathematics, Real Analysis and Calculus among others at Jomo Kenyatta University of Agriculture and Technology (JKUAT) Kenya. The computer game was developed using the Basic Unified process (BUP) which is a streamlined version of the rational unified process (RUP). This is an object oriented methodology mostly used for small projects with few end users. Due to the few numbers of end users we used interview method of data collection to gather requirements for the computer game. A paper prototype was used to validate the requirements. Use cases were used for both analysis and design of the game while Class diagrams and activity diagrams were purely used for the design of the game. Owens' six top level design anatomy aided in the design of the computer game. The overall computer game design was based on Crawfords' computer game design sequence model. The well designed and developed game met all its user requirements and was able to facilitate the teaching and learning of functions to Bachelor of Science in Mathematics and Computer Science students who were taking Discrete mathematics in their first year of study at JKUATs' Taita/Taveta campus. Development of heuristics for measuring interest, fun and motivation are recommendations given to aid in the evaluation of user satisfaction of educational computer games."
Garrett Eastman

About the STEM Challenge - 4 views

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    "The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas. The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas."
Garrett Eastman

Adaptive Interaction Design for Online Mathematics Education: The Way of the Game - 8 views

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    Abstract: "Together, brain science and learning design inform Adaptive Interaction Design (AID), a technique for curriculum planning and development. Mathematics is a particular case in which AID can help. The Way of the Game is vital to learning design. There are many definitions of "game." Here, we mean game to be the means by which spontaneous play becomes responsible learning. That innovative games figure as the centerpiece of many 21st century curricula is no accident. Games are a critical element in modern theories of learning design especially when related to insights from neuroscience and online learning/teaching methods. But beyond simple gamification, can games provide the disruptive transformation to mathematics education that is required to effect substantive and sustainable improvement? Can we game the educational system to ensure students' success in mathematics? To find out, we will look at the AID process and two sample products for the development of mathematical thinking and practice based on the Way of the Game."
Cassie Banka

Lure of the Labyrinth - 0 views

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    Lure of the Labyrinth is today's innovative catch Lure of the Labyrinth is a game for middle school pre-algebra students designed to improve math and literacy skills. It includes intriguing math-based puzzles embedded in a narrative game in which students work to find their lost pet and save the world from monsters. Linked to mathematics standards, the game gives students a chance to think like mathematicians. Lure of the Labyrinth Home Page In Lure of the Labyrinth, students progress through three sections, or wings each related to a different math strand that is part of a the typical pre-algebra curriculum: * Proportions (including fractions and ratios) * Variables and Equations * Number and Operations (including geometry, order of operations and modular arithmetic) Each of the three wings includes three puzzles, and each of the puzzles has three levels progressing from easy to hard. Students have to successfully solve each puzzle three times before they can advance through the game. Lure of the Labyrinth Library Page A professional development video specifically designed for pre-algebra teachers takes them step-by-step through the things they need to do to make this engaging game the focal point of great classroom learning experiences. Planning resources include links to standards, directions for working with specific puzzles, lesson plans, explanations of the background math, and graphic organizers. Video - Lure of the Labyrinth Lure of the Labyrinth was created by Maryland Public Television and MIT Education Arcade in cooperation with FableVision.
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    For prealgebra students.
Garrett Eastman

Getting Serious about Math: Serious Game Design Framework & an Example of a Math Educat... - 8 views

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    From the abstract: :The first aim of this discussion is to suggest a framework for designing serious games based on game features in commercial games, opinions of fourth graders and their teachers, literary studies, contemporary learning theories, as well as successful and unsuccessful similar endeavours. The second part of this paper describes a concrete example of a maths game based on the proposed framework that implicitly tests math and collaboration skills. The game is made of three components: the game itself, a social network, and a teacher reporting tool. Despite a growing interest in GBL, some teachers are reluctant to use serious games in school. To increase usage of serious games as resource, it is important to equip teachers with information and address their concerns. The paper concludes with the idea that serious games need to be designed well in order to provide the immersion and collaborative active learning that most learning theories recommend."
Garrett Eastman

Design of Trigonometry Apps for Vocational Education - 7 views

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    Abstract: "How can smartphones apps enrich the learning of mathematics in vocational education? This article examines how mathematics teaching can be enriched by apps using smartphone sensors such as gyroscope, compass, camera, and touch screen in a gaming context. An iterative and participatory design process involving two classes of carpentry students from different vocational colleges resulted in two highly successful and course-relevant games based on trigonometry. Each game consists of quests and missions whose successful completion unlocks more theoretical multiple-choice exercises for the classroom. The combination of competition to unlock exercises, competition for placing on the high-score list, and physical activity proved very motivating for the students and was also approved by their teachers. In this article we describe our design principles, the overall game architecture and the games themselves. We talk about our experience in implementing our design process and subsequently summarize the pros and cons of the application and the smartphone platform and how the app developed contributes to vocational mathematics teaching"
Garrett Eastman

Measuring Engagement Effects of Educational Games and Virtual Manipulatives on Mathematics - 9 views

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    Abstract: "the researcher attempted to investigate how to better measure engagement and refine the measurement of engagement in this study. To frame the engagement, three domains of engagement - behavioral, cognitive, and emotional- are analyzed in detail to be able to examine the qualities of each type. Moreover, three game attributes -clear goals, immediate feedback, and balance between challenges and skills- are presented and discussed as fundamental features of virtual manipulatives and educational games used in this study to make an impact on students' engagement. To measure effects of educational games and virtual manipulatives on three domains of engagement, the researcher designed an engagement survey that examines each domain separately with their sub-domains. The Cronbach's alphas for engagement pre-test and post-test were found .89 and .91 respectively. In this pre-test and post-test quasi-experimental design, four fifth-grade classrooms (N=86) from four schools in southwest Virginia were assigned as three experimental groups and one control group. In the first experimental group, participants played an educational game called Candy Factory and in the second experimental group, the students played another educational game called Pearl Diver on iPod Touch for eight days consecutively, for 20 minutes each. In the third experimental group, participants performed activities with virtual manipulatives, whereas in the control group, participants did paper-and-pencil iii drills for the same duration. All of the groups studied on the same topic, fractions. According to the results of ANCOVA, experimental group students' engagement scores were found significantly higher than control group students', F(1,80)=11.568, p=.001. When three domains of engagement were analyzed, significant differences were found among all three domains between experimental and control groups. When the researcher conducted separate analysis for educational games group and vir
Garrett Eastman

INSTRUMENTAL GENESIS IN GEOGEBRA BASED BOARD GAME DESIGN - 2 views

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    abstract: "In this paper I address the use of digital tools (GeoGebra) in open ended design activities, with primary school children. I present results from the research and development project "Creative Digital Mathematics", which aims to use the pupil's development of mathematical board games as a vehicle for teaching skills with GeoGebra, as well as an entrepreneurial attitude towards mathematics. Using the instrumental approach I discuss how open ended transdisciplinary design activities can support instrumental genesis, by considering the extent to which the pupils address mathematical knowledge in their work with GeoGebra and how they relate their work with GeoGebra and mathematics to fellow pupils and real life situations. The results show that pupils' consider development of board games as meaningful mathematical activity, and that they develop skills with GeoGebra, furthermore the pupils considers potential use of their board game by classmates in their design activities."
Garrett Eastman

The Impact of Video Games in Children's Learning of Mathematics - 0 views

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    "This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children's learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students' retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions."
Garrett Eastman

A Design Principle and Collaborative Learning Support Method in Game-based Learning Env... - 4 views

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    Abstract: "The purpose of this study is to propose a design principle and framework of educational control (in particular, method for collaborative learning support) that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our game-based learning environment (GBLE) called "Who becomes the king in the country of mathematics?". In addition, we describe the method of collaborative learning support control that incorporates a "learner support agent" to support each learner and a "game control agent" to control the game into the learning environment."
Martin Burrett

MathMovesU - 0 views

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    This is a superb maths games and activities site. Design an avatar and stroll around and choose what activities you would like to do in a range of maths topics. The games are great and the graphics are well designed and child-friendly. http://ictmagic.wikispaces.com/Maths
Cassie Banka

KU Matrix Learning Games Initiative - 0 views

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    The University of Kansas has a wonderful math website designed for middle school students called Matrix Learning. In their words, Matrix Learning "provides resources to improve middle school reading and mathematics achievement through the development of interactive educational games." There are several interactive games/activities that are not only educational and engaging, but fun! There also are videos and mulitplayer games. Many of the activities would present well on the SB and some such as Definition Training- similar to hang man- would work well on the SB. I also would encourage you to check out the videos from the University of New Mexico that are on bottom left of the page. So if you are a middle school math teacher I would highly recommend that you take time to scope out this very worthwhile site. ENJOY!
Garrett Eastman

3D Math Primer for Graphics and Game Development, 2nd Edition - CRC Press Book - 6 views

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    "This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves. "Visit the book's companion web site, gamemath.com, to download the example code and access other resources.
Garrett Eastman

Influence of Game Quests on Pupils' Enjoyment and Goal-pursuing in Math Learning - 4 views

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    "As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet- My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning, even though their math performance is prominent. To this end, a three-tire framework is proposed to guide the design of the My-Pet-My-Quest system. A quasi-experiment was conducted to examine the influence of game quests on pupils' enjoyment and goalpursuing in math learning. The results revealed that game quests were favored by students in terms of enjoyment, goal orientation, and goal intensity. Possible reasons for these results and a discussion of related issues are presented in this paper."
Garrett Eastman

Design of the Learning Module for Math Quest: A Role Playing Game for Learning Numbers - 13 views

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    "Math Quest is a role playing game that could be used as a tool to learn numbers and basic mathematic operations. The Math Quest package consists of two main modules; learning and game modules that can be executed separately. The use of the learning module as a tool in learning will allow for a highly individualized and interactive environment. This paper presents the design of the learning module for numbers and their mathematics operation. Due to its interactive and stimulating nature, the module is suitable for school children age 9 to 12 years old to learn the subject. The development takes into consideration of constructivism learning theories where learning is based on students' active participation in problem solving and critical thinking regarding activity that they are involved in. The framework for each of module is as follows: objectives, concept, examples, exercises, quizzes. A heuristic evaluation on the design was conducted and positive feedback was obtained."
Garrett Eastman

GAME-ENHANCED MATHEMATICS LEARNING FOR PRE-SERVICE PRIMARY SCHOOL TEACHERS - 3 views

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    "The article reports the main insights gained from a study that implemented a game-enhanced learning environment for the training of pre-service elementary school teachers. Teachers taking an undergraduate mathematics methods course experienced some of the ways in which online educational games could help students internalize key mathematical concepts across the school curriculum while at the same time improving their attitudes towards the subject. The course also familiarized teachers with the design principles for constructivist gaming environments. Findings indicate a positive impact on teachers' competence in selecting, evaluating, and productively using online games as an instructional tool."
Garrett Eastman

Prime Climb, User Adaptive Edu-Game for Math - 5 views

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    "In this paper, we will describe work that we have done in this direction using as a test-bed an edu-game for number factorization, Prime Climb. This game includes a pedagogical agent that provides adaptive interventions during game playing based on a model of student learning [13, 18]. Here we focus on how we re-implemented the original Prime Climb game into a framework that enables rapid prototyping and testing of different design hypothesis. We also discuss preliminary work on using eye tracking data on user attention patterns to better understand if and how students process the agent‟s adaptive interventions." (from the introduction)
Garrett Eastman

Develop problem solving skills in secondary mathematics classroom through digital game ... - 1 views

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    Literature review and research study
Garrett Eastman

Digital game design and building: A study of secondary mathematics preservice teachers'... - 5 views

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    "The participants of this study were undergraduate students at a university in Western Canada. They were enrolled in a Secondary Mathematics methods course as part of their program. A total of 21 students (10 males and 11 females) in the class participated voluntarily, ranging from ages 20 to 45 years old. " Surveyed before and after they design math games for the classroom.
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