Design of digital game-based learning system for elementary mathematics problem solving

Author(s):  
Hong-Ren Chen ◽  
Kuo-Chih Liao ◽  
Jung-Jung Chang
1966 ◽  
Vol 13 (8) ◽  
pp. 662-670 ◽  
Author(s):  
Esther Unkel

America is proudly committed to the education of all the children in our nation. This results in challenging problems for the classroom teacher who wishes to give the best instruction to every child. Children of different socioeconomic backgrounds may be found in the same classroom, but there is little information as to the effect of socioeconomic status on achievement in elementary mathematics. Arithmetic tests reveal a child's achievement; but they do not indicate the degree to which he is measuring up to his potential with regard to his actual achievement in arithmetic, his chronological age, his grade level, and his mental ability. Boys and girls receive the same instruction, but there exists only scanty and often conflicting evidence as to whether one sex is able to attain higher achievement levels generally in mathematics than the other sex. Little information is available concerning the ability of children in varying socioeconomic groups to achieve in the two different kinds of learning in elementary mathematics: problem solving and computational work. Do socioeconomic status or sex differences have an effect on the ability of children to achieve in problem solving and computational work? The current concern with problems of education in culturally deprived areas increases the need for more information regarding this question.


2018 ◽  
Vol 10 (3-2) ◽  
Author(s):  
Nurfazliah Muhamad ◽  
Megat Aman Zahiri Megat Zakaria ◽  
Shaharudin Md. Salleh ◽  
Jamalludin Harun

Digital games are able to develop students' skills that are accordance with 21st century skills. There are various types of digital games that can be used in today's classroom. However, the challenge is how to choose a digital game that matches with the learning objectives and the desired curriculum. Therefore, this article will discuss how digital game selection can be made and what features should be taken into account when choosing digital games. The games used in this study is a logical game used as a medium to encourage students to think in developing their creativity when solving mathematics problem solving questions. This article also discusses about the selection of games that are made based on the features introduced in 'Magic Bullet' which are the things that need to be learnt, and the things that can be learnt. The findings of the students' feedback were also discussed in the study as it gives insights on the implementation of digital games in the classroom. In sum, the students stated that they can learn through the use of digital games and they realized that the problem-solving strategy could help them to solve problems they have faced and learning with peers also assist them to solve given problems. It is hoped that this article can provide guideline for researchers and teachers in selecting appropriate digital games that can be used in the classroom so that the objective of learning can be achieved.


2021 ◽  
Vol 1778 (1) ◽  
pp. 012027
Author(s):  
Gunawan ◽  
Supriatna ◽  
Eka Setyaningsih ◽  
Rizki Fera Apriana

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