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A case study of using a game-based ebook for math problem solving PROCEEDINGS

, Tamkang University, Taiwan

EdMedia + Innovate Learning, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Abstract: The purpose of the study is to explore students’ math problem solving process in a game-based ebook. The research team developed an adventure game about math probability. To complete the mission, students are required to apply math probability knowledge to resolve puzzles. Four 7th grade students from a suburban middle school are recruited for the study. Students’ math problem solving processes were observed and reported. Suggestions for designing math ebooks will be discussed in the paper.

Citation

Lai, T.l. (2014). A case study of using a game-based ebook for math problem solving. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology. Tampere, Finland: Association for the Advancement of Computing in Education (AACE). Retrieved July 15, 2018 from .

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