Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability

2015 ◽  
Vol 40 ◽  
pp. 55-71 ◽  
Author(s):  
Marjoke Bakker ◽  
Marja van den Heuvel-Panhuizen ◽  
Alexander Robitzsch
2021 ◽  
Vol 3 (4) ◽  
pp. 329-339
Author(s):  
Zhouli Huang ◽  
Ying Zhou ◽  
Tommy Tanu Wijaya ◽  
Ke Yan

Under the current situation of epidemic prevention and control, to ensure the continuous progress of student learning, Chinese Ministry of Education put forward the initiative of "suspension of classes without suspension of school". Primary and secondary schools have adopted online learning at home for students to "open schools in the cloud. There is a big difference between online learning and classroom learning. In this process, problems such as increased teaching burden of teachers, lack of interaction between teachers and students, and students' lack of active learning are also exposed. Video learning are a new type of teaching resource. It can improve the efficiency of primary school mathematics teaching by using video learning reasonably. Based on the above analysis, the purpose of this research is to investigate the development of primary school students' logical reasoning ability through the use of video leanings for auxiliary teaching. The research method adopts the experimental method and is divided into the experimental class and control class. The subjects of the study were 72 students from a primary school in Indonesia. Experimental results show that video learning for auxiliary teaching can effectively develop students' logical reasoning ability.


2020 ◽  
Vol 7 (1) ◽  
pp. 119-132
Author(s):  
Hafiziani Eka Putri ◽  
Erna Suwangsih ◽  
Puji Rahayu ◽  
Gia Nikawanti ◽  
Elfriyani Enzelina ◽  
...  

This research is motivated by the importance of mathematical reasoning abilities for primary school students. This research aims at looking at the effect of the Concrete-Pictorial-Abstract (CPA) approach on the enhancement of mathematical reasoning abilities of primary school students. This research method is a quasi-experiment with pre-test and post-test control group design in Mathematics subjects with the theme of data presentation. The research sample consisted of 121 fifth grade students in two primary schools in Bekasi Regency. The test and non-test instruments were involved in this research. The results revealed that there wasthe influence between the CPA approach and students' mathematical reasoning abilities, and the achievement and enhancement of mathematical reasoning abilities of students who got learning with the CPA approach werebetter than students who got conventional learning based on all student review and a category of Prior Mathematical Ability (PMA) high, moderate and low. In conclusion, the mathematical reasoning ability of primary school students can be improved by applying the CPA approach.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Minanur Rohman

Technology and mathematics are two things that are interconnected and influence. Technology, such as computer games, can be used to describe abstract mathematical concepts so that they are more easily understood by students. Unfortunately, technology also has some undesirable impacts, such as causing students difficulties in developing their creativity to understand mathematical concepts. On the other hand, spatial ability gets less attention than educators when students are studying mathematics. This paper will discuss how teachers can help students develop their mathematical creativity and spatial ability.


2021 ◽  
Author(s):  
Gayane Harutyunyan ◽  
Gayane Avetisyan

With the development of computer technologies and the expansion of the gaming market, the number of junior schoolchildren who are fond of computers and computer games is increasing. Information technologies, especially computer games, are changing the normal socio-cultural environment of primary school children. As a result of their obsession with computer games, primary school students begin to live in a new reality, in a new socio-cultural environment that directly affects their personal development and the processes of education and socialization.


2009 ◽  
Vol 52 (1) ◽  
pp. 68-77 ◽  
Author(s):  
Hakan Tüzün ◽  
Meryem Yılmaz-Soylu ◽  
Türkan Karakuş ◽  
Yavuz İnal ◽  
Gonca Kızılkaya

10.28945/3893 ◽  
2017 ◽  
Vol 16 ◽  
pp. 475-505 ◽  
Author(s):  
Emmanuel Fokides

Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these benefits are still under debate, and the teaching of programming has a relatively undeveloped pedagogy. With this in mind, a project was designed and implemented, having constructionism as its theoretical framework. Also, Microsoft’s Kodu Game Lab was used for the development of students’ games. Methodology: The project lasted for almost a school year (fifty two-hour sessions) and the target group was fifth-grade students (ages 10-11). A total of 138 students participated, coming from five schools in Athens, Greece. Students were divided into three groups. While all groups worked in pairs, to the first there was no teachers’ guidance, to the second there was limited teachers’ guidance, and to the third, a combination of teacher-led and pair work was used. Each group developed three games of escalating complexity and a total of 207 games were analyzed. Data were collected by analyzing students’ games and with a short questionnaire. Contribution: The study contributes to the debate surrounding the pedagogy of computer game authoring as a tool for teaching programming. That is because few studies have examined the above in mainstream settings, having as a target group primary school students. Furthermore, the present study is in contrast to most studies which involved intensive research projects, since it lasted for almost a school year. Findings: It was found that the most commonly used programming concept was conditions, followed by variables and loops, while Boolean logic and functions were the least used ones. The most problematic concepts proved to be Boolean logic and loops, closely followed by functions. The least problematic concepts were conditions and variables. Also, the number of programming concepts that were used was increasing in each game, while the errors were decreasing. All in all, students’ final games fall into the relational level according to a modified version of the SOLO taxonomy. While the findings indicated that, as well as learning some basic programming concepts, students enjoyed the activity and demonstrated positive attitudes to learning programming by developing games; it was also found that the teaching method did not have any effect on the learning outcomes nor in their views for game authoring. Recommendations for Practitioners: Extended projects can be considered for teaching programming to primary school students, using visual programming tools that allow the development of games. The classes’ teachers can undertake the task to teach programming if they are properly trained. The SOLO taxonomy can be used for assessing students’ games. Future Research: Future studies can examine a variety of game-like programming environments and the target group can be older or younger students. The assessment of students’ games is also an interesting topic. Finally, research can be conducted by using other devices and compare the results.


2021 ◽  
Vol 9 (5) ◽  
pp. 578-583
Author(s):  
Gideon a ◽  
◽  
Haruna b ◽  
Mohammed A. Umar ◽  
◽  
...  

Mathematics is an essential part of the Nigerian education vision. Mathematics is widely perceived as a tedious and challenging subject to learn. Thus, math avoidance behavior is a trend that cuts across culture and is pervasive among young learners. Research has pointed the relevance of computer games in learning mathematics. Therefore, the current study is aimed to examine the role of math game apps on the attitude of primary school students in Kogi State of Nigeria towards mathematics. A quasi-experimental design with pre-test and post-tests and two groups (experimental and control) were adopted. Primary school students in Kogi State made up the population of the study. Eighty-three (n = 83) students comprising males and females within the age range of 7 – 11 years and mean age of (M=9.12) and (SD= 1.22) were randomly pooled from selected public primary schools in Kogi State as the study participants. The students were assigned to groups, with group A as the experimental group, while group B represents the control group. Before the main studys commencement, students attitude towards mathematics was established (pre-test) using an attitude towards mathematics questionnaire. In the post-test study, the treatment group student (group A) was exposed to a math game app (Prodigy Math). The result showed that the gaming app significantly influenced the experimental groups attitude towards mathematics (M = 43.81, SD = 9.54) compared to the control group (M = 32.15, SD = 5.27). An independent t-test conducted to determine the group differences in attitude towards mathematics established that math gaming apps influenced the participants attitude towards mathematics at MD = 11.66 (95% CI, 7.92 to 15.16), t (81) = 6.317, p = .001. The study recommends that the use of gaming app should be embedded in the school curriculum.


Author(s):  
Amira Mohd Ishak ◽  
Mohd Hishamuddin Abdul Rahman

Bidang permainan mudah alih pada era ini telah melonjakkan evolusi pendidikan dan juga membangunkan kemahiran kognitif, spatial dan kemahiran motor (skill) serta meningkatkan kemahiran ICT. Pembangunan ICT dan teknologi telah memberi banyak peluang dan ruang untuk diterokai dalam bidang permainan mudah alih. Sifir Run merupakan sebuah aplikasi permainan mudah alih yang bertemakan pembelajaran sifir. Pembangunan aplikasi ini bertujuan untuk meningkatkan kemahiran menghafal sifir dalam kalangan murid sekolah rendah. Objektif projek ini adalah untuk mengenalpasti permasalahan murid dalam operasi darab, mereka bentuk dan membangunkan permainan mudah alih yang bertemakan sifir dan mengkaji kebolehgunaan aplikasi permainan mudah alih tersebut. Pembangunan aplikasi ini dijalankan dengan menggunakan model ADDIE. Terdapat seramai 20 orang responden dipilih oleh pengkaji bagI menjalani fasa penilaian untuk menguji kebolehgunaan aplikasi permainan mudah alih Sifir Run. Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students Abstract: The field of mobile games in this era has accelerated the evolution of education and also developed cognitive, spatial and motor skills (skills) as well as improve ICT skills. The development of ICT and technology has provided many opportunities and spaces to be explored in the field of mobile gaming. Sifir Run is a mobile game application themed on learning ciphers. The development of this application aims to improve the skills of memorizing ciphers among primary school students. The objective of this project is to identify students' problems in multiplication operations, design and develop cipher -themed mobile games and study the usability of such mobile game applications. The development of this application was carried out using the ADDIE model. A total of 20 respondents were selected by the researcher to undergo the evaluation phase to test the usability of the Sifir Run mobile game application. Keywords: Educational Games, Mobile Computer Games, Multiplication.


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