scholarly journals Introducing the fundamental theorem of arithmetic through a mobile game

Author(s):  
Mustafa Gök

There is an increasing trend towards the use of mobile games in education. Presenting knowledge with mobile games requires many variables to be employed. These processes should be made more rigorous in domains such as mathematics where knowledge is abstract. The aim of this study is to develop an application to introduce the Fundamental Theorem of Arithmetic through a mobile game. The findings of the research show that the Fundamental Theorem of Arithmetic can be introduced with the developed mobile game. When the mobile game is evaluated in terms of mathematical knowledge, it is determined that while the constraints and conditions determined in the game hide the mathematical knowledge. In this sense, some game examples are given in this study and some models related to feedbacks that students can take in these games are presented.   Keywords: a-didactical situations, mobile games, mathematics teaching, mathematical concepts;  

2021 ◽  
Vol 19 (1 Jan-Jun) ◽  
Author(s):  
S. A. De Souza Farias ◽  
Damiao Pedro Meira Filho ◽  
J. K. Santos Kamassury

Notions of Electromagnetism and Special Theory of Relativity (STR) require important mathematical knowledge applied to theoretical physics. Recognizing pedagogical difficulties in the teaching of theoretical physics, the Theory of Didactical Situations (TDS), which consists of a set of practices that aim to contribute to the improvement of mathematics teaching. In this context, the present work is motivated to present a set of practices based on TDS with a focus on teaching Electromagnetism and STR, where problems that require an understanding of the transformations of Galileo and Lorentz. Specifically, the didactic situation is constructed by means of four problem proposals, while in the adidatic situation, the student is invited to understand the roles of these transformations in the study of these problems. Ultimately, the relevance of the educator in the institutionalization situation is reinforced, a moment when it must be clarified how all mathematical relations are strongly related to physical principles.


Author(s):  
JOICE D’ALMEIDA ◽  
BARBARA LUTAIF BIANCHINI

ResumoEste artigo é um recorte de uma tese de doutorado em andamento, desenvolvida pela primeira autora e orientada pela segunda, cujo objetivo principal é investigar a concepção, na acepção de Dubinsky, de professores do ensino público paulista sobre o Teorema Fundamental da Aritmética. O objetivo deste artigo é trazer a ideia de como ocorre a construção do conhecimento matemático segundo a teoria APOS de Ed Dubinsky, apoiado nas ideias de Jean Piaget com a Epistemologia Genética. São apresentados o conceito de abstração reflexiva, considerado o mecanismo mental mais importante no desenvolvimento do pensamento, as definições dos elementos mentais Ação, Processo e Objeto e como interagem entre si para a construção do conhecimento matemático. Palavras-chave: Construção do conhecimento matemático; Teoria APOS; abstração reflexiva; ciclo ACE.AbstractThis article is an excerpt from an ongoing doctoral thesis, developed by the first author and guided by the second, whose main objective is to investigate the conception, in Dubinsky's sense, of São Paulo public school teachers about the Fundamental Theorem of Arithmetic. The purpose of this article is to bring the idea as is the construction of mathematical knowledge according to APOS theory of Ed Dubinsky, supported by the Jean Piaget's ideas with the Genetic Epistemology. The concept of reflective abstraction is presented, considered the most important mental mechanism in the development of thought, the definitions of the mental elements Action, Process and Object and how they interact with each other for the construction of mathematical knowledge.Keywords: Construction of mathematical knowledge; APOS theory; reflective abstraction; ACE cycle.  


2004 ◽  
Vol 9 (6) ◽  
pp. 300-305
Author(s):  
A. Kursat Erbas ◽  
Sarah Ledford ◽  
Drew Polly ◽  
Chandra H. Orrill

The use of technology provides an effective way for promoting multiple representations in problem solving and mathematics. Multiple representations allow students to experience different ways of thinking, develop better insights and understandings of problem situations, and increase comprehension about mathematical concepts. Even with all the benefits of multiple representations, however, teachers find it difficult to incorporate open-ended problem solving that capitalizes on these representations because of time constraints and limitations of traditional mathematics teaching. Technology can become a vital and exciting tool in allowing students to explore multiple representations and mathematical situations and relationships (NCTM 2000). Technology empowers students who may have limited mathematical knowledge and limited symbolic and numeric manipulation skills to investigate problem situations. Technology not only frees the students from tedious and repetitive computations but actually encourages the use of multiple representations. Students can easily move from a spreadsheet to a graph or geometry software in their quest for solutions to a given problem. When supported by the teacher, these tools of technology provide students with opportunities to investigate and manipulate mathematical situations to observe, experiment with, and make conjectures about patterns, relationships, tendencies, and generalizations. Teachers should emphasize and encourage the use of multiple representations to support students' thinking and understanding of concepts and problem-solving situations in all areas of mathematics.


2019 ◽  
Vol 3 (6) ◽  
pp. 65
Author(s):  
Diana Chandra didjaja Dan Yanuar

Huge growth potential has been predicted for in-app purchases and the mobile game market but little is known about what motivates game players to make purchases in mobile game. This study aims to determine the main factors that can influence the purchase intention from players in Ragnarok mobile games. Based on previous research, this study revealed perceived value and loyalty of all players can attract purchase intention. This is a descriptive research by using questionaire which distributed to 120 respondents in Jakarta area. Data was collected by using non probability sampling method. SEM analysis were used for data analysis by using SmartPLS. From this study, it was found that variable perceived value and variable loyalty can influence purchase intention significantly. It was found that loyalty can be a mediator between perceived value and purchase intention.


2020 ◽  
pp. 58-86
Author(s):  
Semjon F. Adlaj ◽  
◽  
Sergey N. Pozdniakov ◽  

This article is devoted to a comparative analysis of the results of the ReMath project (Representing Mathematics with digital media), devoted to the study of digital representations of mathematical concepts. The theoretical provisions and conclusions of this project will be analyzed based on the theory of the information environment [1], developed with the participation of one of the authors of this article. The analysis performed in this work partially coincides with the conclusions of the ReMath project, but uses a different research basis, based mainly on the work of Russian scientists. It is of interest to analyze the work of the ReMath project from the conceptual positions set forth in this monograph and to establish links between concepts and differences in understanding the impact of computer tools (artifacts) on the process of teaching mathematics. At the same time, the authors dispute the interpretation of some issues in Vygotsky’s works by foreign researchers and give their views on the types and functions of digital artifacts in teaching mathematics.


10.2196/15717 ◽  
2020 ◽  
Vol 8 (11) ◽  
pp. e15717
Author(s):  
Yi-Chin Kato-Lin ◽  
Uttara Bharath Kumar ◽  
Bhargav Sri Prakash ◽  
Bhairavi Prakash ◽  
Vasini Varadan ◽  
...  

Background Video and mobile games have been shown to have a positive impact on behavior change in children. However, the potential impact of game play patterns on outcomes of interest are yet to be understood, especially for games with implicit learning components. Objective This study investigates the immediate impact of fooya!, a pediatric dietary mobile game with implicit learning components, on food choices. It also quantifies children’s heterogeneous game play patterns using game telemetry and determines the effects of these patterns on players’ food choices. Methods We analyzed data from a randomized controlled trial (RCT) involving 104 children, aged 10 to 11 years, randomly assigned to the treatment group (played fooya!, a dietary mobile game developed by one of the authors) or the control group (played Uno, a board game without dietary education). Children played the game for 20 minutes each in two sessions. After playing the game in each session, the children were asked to choose 2 out of 6 food items (3 healthy and 3 unhealthy choices). The number of healthy choices in both sessions was used as the major outcome. We first compared the choice and identification of healthy foods between treatment and control groups using statistical tests. Next, using game telemetry, we determined the variability in game play patterns by quantifying game play measures and modeled the process of game playing at any level across all students as a Markov chain. Finally, correlation tests and regression models were used to establish the relationship between game play measures and actual food choices. Results We saw a significant main effect of the mobile game on number of healthy foods actually chosen (treatment 2.48, control 1.10; P<.001; Cohen d=1.25) and identified (treatment 7.3, control 6.94; P=.048; Cohen d=.25). A large variation was observed in children’s game play patterns. Children played an average of 15 game levels in 2 sessions, with a range of 2 to 23 levels. The greatest variation was noted in the proportion of scoring activities that were highly rewarded, with an average of 0.17, ranging from 0.003 to 0.98. Healthy food choice was negatively associated with the number of unhealthy food facts that children read in the game (Kendall τ=–.32, P=.04), even after controlling for baseline food preference. Conclusions A mobile video game embedded with implicit learning components showed a strong positive impact on children’s food choices immediately following the game. Game telemetry captured children’s different play patterns and was associated with behavioral outcomes. These results have implications for the design and use of mobile games as an intervention to improve health behaviors, such as the display of unhealthy food facts during game play. Longitudinal RCTs are needed to assess long-term impact. Trial Registration ClinicalTrials.gov NCT04082195; https://clinicaltrials.gov/ct2/show/NCT04082195, registered retrospectively.


Author(s):  
Pitsanu Chaichitwanidchakol ◽  
Witcha Feungchan

The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencep-halography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.


2014 ◽  
Vol 644-650 ◽  
pp. 2898-2901
Author(s):  
Hong Tao Zhang ◽  
Qing Jie Sun ◽  
You Chun Liu

In this paper, it is proposed that Flash can replace game editors to develop mobile games. In an actual project, Flash is used as a graphic editing tool and directly produces together with simple ActionScript codes the data needed by game framework from Fla files, indicating that Flash can replace most of expensive commercial editors and has feasibility and practicability in aided design.


2021 ◽  
pp. 209-222
Author(s):  
Sofia Ribeiro ◽  
Pedro Beça ◽  
Mónica Aresta ◽  
Rita Santos ◽  
Ana Isabel Veloso
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