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“Kongemattetime” – King of Math Lecture
PROCEEDINGS

, , Oslo University College, Norway

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Vancouver, Canada ISBN 978-1-880094-76-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Most children play computer games, and these games are also found useful for learning purposes. As part of the larger project, MathWhiz, we compared how teacher students and pupils evaluated a select set of small games along several dimensions. The investigation was designed to expose the students to the R&D process and invite them to act as more reflective practitioner. The overall results indicate that mathematical animations are indeed suitable to support young learners. But due consideration should be given to the overall design of the pupils experience rather than focus on intrinsic qualities of each individual game. Our material also indicates a slight “generation gap” to the effect that current teacher students tend to underestimate the level of usefulness of these games on behalf of their future pupils.

Citation

Høivik, H. & Bjarnø, V. (2009). “Kongemattetime” – King of Math Lecture. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1131-1138). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved November 11, 2019 from .

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