Digital games for learning mathematics: Possibilities and limitations

Robyn Jorgensen (Zevenbergen), Thomas Lowrie

    Research output: Book chapter/Published conference paperConference paper

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    Abstract

    Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback was sought. This was compared with the descriptions provided by experienced adult gamers. Both players provided insights into the cognitive process used by gamers when engaging with games. Collectively, these sources allow us to propose that the learning principles may restrict deep learning processes for mathematical learning, particularly around principles of deep learning.
    Original languageEnglish
    Title of host publicationProceedings of the 35th Annual Conference of the Mathematics Education Research Group of Australasia
    Subtitle of host publicationMathematics Education: Expanding Horizons
    EditorsJaguthsing Dindyal, Lu Pien Cheng, Swee Fong Ng
    Place of PublicationAdelaide
    PublisherMathematics Education Research Group of Australasia
    Pages378-384
    Number of pages7
    ISBN (Electronic)9789810725273
    Publication statusPublished - 2012
    Event35th Mathematics Education Research Group of Australasia (MERGA) Conference 2012 - National Institute of Education, Nanyang Technological University, Singapore, Singapore
    Duration: 02 Jul 201206 Jul 2012
    https://merga.net.au/Public/Publications/Annual_Conference_Proceedings/2012_MERGA_CP.aspx (Conference proceedings)

    Conference

    Conference35th Mathematics Education Research Group of Australasia (MERGA) Conference 2012
    Abbreviated titleMathematics Education: Expanding Horizons
    CountrySingapore
    CitySingapore
    Period02/07/1206/07/12
    Internet address

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