Literaturnachweis - Detailanzeige
Autor/inn/en | Barbieri, Giuseppina Gerarda; Barbieri, Rosa; Capone, Roberto |
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Titel | Serious Games in High School Mathematics Lessons: An Embedded Case Study in Europe |
Quelle | In: EURASIA Journal of Mathematics, Science and Technology Education, 17 (2021) 5, (17 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1305-8223 |
Schlagwörter | Foreign Countries; Mathematics Education; Mathematics Instruction; Educational Games; Teaching Methods; Instructional Effectiveness; Learning Motivation; Mathematics Skills; Mathematical Logic; Thinking Skills; Technological Literacy; Pedagogical Content Knowledge; Mathematics Teachers; Secondary School Students; Video Games; Greece; Italy; Portugal Ausland; Mathematische Bildung; Mathematics lessons; Mathematikunterricht; Educational game; Lernspiel; Teaching method; Lehrmethode; Unterrichtsmethode; Unterrichtserfolg; Motivation for studies; Lernmotivation; Mathmatics achievement; Mathematics ability; Mathematische Kompetenz; Mathematical logics; Mathematische Logik; Denkfähigkeit; Technisches Wissen; Pädagogische Kompetenz; Mathematics; Teacher; Teachers; Mathematik; Lehrer; Lehrerin; Lehrende; Sekundarschüler; Video game; Videospiel; Videospiele; Griechenland; Italien |
Abstract | In this article, we will describe the embedded case study of the European project "E-Magic" carried out within the Erasmus+ project and which involved 12-16 years old students and teachers from three nations: "Acharnes Special Education Vocational School" in Athens (Greece), IIS "L. Da VinciNitti", a high school in Potenza (Italy), and from Gabinete de Modernizao das Tecnologias Educativas (G.M.T.E.) in Madeira Islands (Portugal). The project is finalized to enhance Mathematical Competencies by Serious Games learning. We carried out both empirical qualitative and quantitative methods to highlight Serious Games' effectiveness, as a teaching methodology, in motivating students to learn mathematics. We also hypothesize that prompting a strategic way of thinking within a didactical intervention by game-approach could improve students' proving processes and support them in mathematical thinking production. Rabardel's cognitive ergonomics and the Technological Pedagogical Content Knowledge model are the lenses for reading educational experiments' data. Data seems to show that simulation helps students find alternative and creative solutions to problems. Therefore, Serious Games' use in education promotes significant changes and mental resources activation. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |