TEACHING AND LEARNING SCHOOL MATHEMATICS AND VIDEO GAMES
Universidad Autónoma de Madrid (SPAIN)
About this paper:
Appears in:
INTED2010 Proceedings
Publication year: 2010
Pages: 2364-2375
ISBN: 978-84-613-5538-9
ISSN: 2340-1079
Conference name: 4th International Technology, Education and Development Conference
Dates: 8-10 March, 2010
Location: Valencia, Spain
Abstract:
This paper summaries the research that we have developed in order to verify if the use of the video game “Pokémon Diamond” (console Nintendo DS) in fourth grade Primary School classrooms, helps the students to acquire mathematical competence to work with alphanumeric tables and bar charts. A quantitative research study, with unequal post-test control group and experimental group was designed. The fieldwork with the experimental and control groups was carried out. The fieldwork with 10 consecutive sessions within the ordinary scheduled Mathematics classes and essentially consisted on didactic situations related with the mathematical competence analyzed in the current study and defined from the use of above mentioned videogame. In each one of the sessions the students played by turns freely, but also played with the videogame keeping in mind the previously defined objectives for each session. The students participate in different didactic situations related to the competence focused on the study and with the selected videogame. They should complete different tables or charts using the data provided by the videogame, and they should analyze different tables and charts to deduce information related with the video game or propose questions to the group using the charts or tables.Keywords:
Videogame, mathematics, competence.