A preliminary study of a digital game system to support mathematics learning: Using circle and compound shapes as an example
Abstract
This study mainly focuses on building a digital game system to support learners to increase their learning motivations and achievements in mathematic learning. Through interviews with teachers and literature review, we found it difficult for students to learn about compound shapes. When students do not understand the relationship between circle and compound shapes, they may decrease their learning motivations and interests because of failing in advanced questions. For this problem, we selected this mathematical unit of “Circle and Compound Shapes” as an example for our study. Primary 6 class with 24 students who have studied this unit in Taiwan participated in a questionnaire survey as the requirement analysis for system development in this study. Based on the result of questionnaire, the game type of the system is adventure game. The design of scenario is an adaptation of a Taiwanese folk tale “Aunty Tigress” which is familiar to students. The contents are based on the van Hiele’s geometric thinking level theory. Four game processes and bonus stage are designed in the courseware. This study is in stage of system development. We hope we can build a better game-based learning system by the result of questionnaire and game design to enhance students’ knowledge and learning motivation of mathematics.Downloads
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Published
2017-12-04
Conference Proceedings Volume
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How to Cite
A preliminary study of a digital game system to support mathematics learning: Using circle and compound shapes as an example. (2017). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/2163