Digital Games for Learning Mathematics: Possibilities and Limitations

Robyn Jorgensen, Tom Lowrie

Research output: A Conference proceeding or a Chapter in BookConference contribution

3 Downloads (Pure)

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.
Original languageEnglish
Title of host publicationMathematics Education: Expanding Horizons
Subtitle of host publicationProceedings of the 35th Annual Conference of the Mathematics Education Research Group of Australasia
EditorsJaguthsing Dindyal, Lu Pien Cheng, Swee Fong Ng
Place of PublicationSingapore
PublisherMathematics Education Research Group of Australasia
Pages378-384
Number of pages7
ISBN (Print)9789810725273
Publication statusPublished - 2012
Externally publishedYes
Event35th annual conference of Mathematics Education Research Group of Australasia - , Singapore
Duration: 2 Jul 20126 Jul 2012

Conference

Conference35th annual conference of Mathematics Education Research Group of Australasia
CountrySingapore
Period2/07/126/07/12

Fingerprint Dive into the research topics of 'Digital Games for Learning Mathematics: Possibilities and Limitations'. Together they form a unique fingerprint.

Cite this