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Commercial games and educational games are different due to the fact that, the purpose of the first is fun while the second are primarily educative. Educational games may use motivational features of classic video games in order to help the students improve their learning skills in specific educational subjects. In this paper, we present a browser-based snake game, which is associated with the arithmetic operations context. Furthermore, the game contains adaptive attributes and provides students useful guides to overcome possible weaknesses.
Recent reviews have shown that the use of educational games during the learning procedure indicates significant growth. Browser-based games are one type of educational games. In this paper, an online educational game concerning arithmetic in elementary school is introduced. The game consists of a main platform and several mini educational games. The main target is to explore several locations and retrieve various items by solving math games. The student’s answers define the difficulty level of the educational mini games and generate error diagnosis. In this way, student knowledge assessment is performed and identification of possible mathematical weaknesses is obtained.
Excitement about learning from computer-based games has been palpable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The empirical study reported in this paper provides evidence that a mathematics educational game can provide superior learning opportunities, as well as be more engaging. In a study involving 153 students from two middle schools, 70 students learned about decimals from playing an educational game—Decimal Point—whereas 83 students learned the same content by a more conventional, computer-based approach. The game led to significantly better gain scores in solving decimal problems, on both an immediate (d = .43) and delayed (d = .37) posttest and was rated as significantly more enjoyable (d = .95). Low prior knowledge students especially benefitted from the game. This paper also summarizes the game's design characteristics.
2015
The use of technology in teaching and learning mathematics is not new. The view of how technology should be used in the mathematical classroom is affected, among others, by changes in the community. A form of technological tool that is becoming popular in teaching and learning mathematics is the use of technology-based games. Many educators are interested in developing instructional games in Mathematics to engage today’s children in a fun way of learning. However, the process required for developing a game that is both engaging and instructionally effective remains elusive. This study aimed to investigate pupils’ level of acquisition of numeracy knowledge in a specially developed computer game called Numeraction. The game supports major components in numeracy, namely mental computation, visual thinking and number sense. The game has a response system for recording and displaying the pupils’ scores. Participants of this study were 971 pupils from fifteen primary schools in the state ...
Proceeding of 14 th Asian …, 2009
Computer based role-playing games are able to provide a fun and motivating environment for teaching and learning of certain subjects. Role-playing games allow students to assume the role of a character in the game world and to determine the actions of their characters based on the characterization. This would provide an exciting and motivating strategy for students to practice skills that they have already learned. This paper describes the development of a role-playing game in learning mathematics. Due to its interactive and stimulating nature, the game is suitable for school children in learning this subject. The focus of the game is on decimals since most school children have difficulties in understanding this topic. This game is able to engage these children and at the same time assist them in learning the topic. Spiral methodology together with Flash 8, Photoshop CS2 and vector image editor have been employed in the development of the game. Educational elements have also been added from time to time without compromising the enjoyment of playing the game. A heuristic evaluation was conducted and the positive results have been obtained.
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022
Games have always played a significant role in a student's life. With the fast paced technological development and the virtualization of learning environments, the need for bridging the gap between learning and gaming has never been higher. Studies have shown that integrating games into academics have shown significant improvement in the students' engagement and are motivated to perform well. The aim of this study is to develop a 2D platform game to support learning of mathematics at elementary level. Various academic aspects are integrated into in order to set a learning environment using game mechanics. Building on the pre-existing ideologies on games for learning while basing it on Educational requirements and enhancing the gaming experience. This makes the learning experience engaging and fun all the while focusing on the learning experience, and when education is related with fun the positive aspects of gaming would be reflected on academics as well. The study focuses on game development and how various concepts for gamification are implemented and integrated to it. Understanding the relationship between education and gaming leads to compelling Academic solutions. This could revolutionize the field of Education and how it is imparted.
!The last decade, researchers and educators have shown particular interest for the use of educational video games in mathematics education, in an effort to provide educational character to entertainment. In this paper we represent some of the most representative studies which evaluate the effects of video games on mathematics achievement as well as the improvement of memory, attention and cognitive skills. As indicated by the studies, video games may constitute useful tools in mathematics education as they support children's comprehension on fundamental concepts, but also motivate them to see positively the course of mathematics.
EAI Endorsed Transactions on Game-Based Learning
We present a game for training main mathematical operations for elementary school students, mainly for the third and fourth-grade. The learning mechanisms used in the game were included in the game mechanics. The target audience evaluated the game and the results were positive, both in the gameplay and in the learning. Three groups were used to evaluate the learning: one control group that did not play the game, another group that played it in the school and the third group that played at home. The last two groups were used to compare the use of the game in scholar and in the home contexts. The first group was used to compare to the groups that played the game. The results showed that the use of the game has a positive effect on the improvement of the mental calculus rapidness of the players. The statistical analysis of the data showed a significant reduction of the time from pre-to post-test and Cohen's d value was used to evaluate the magnitude of the effect for each group analysed. Besides, we also observed that playing the game at school or at home has similar results. Therefore, the game can be an effective educational tool for students and teachers.
ICETST 2020: International Conference on Emerging Trends in Smart Technologies FAST NUCES Karachi Campus, 2020
Research suggests that well-designed digital games support the learning of problem-solving skills. Though, the literature is replete with various types and purposes of digital games, it is important to understand and analyze the game mechanics that have more educational value. Recently educators are exploring how well-designed digital mathematics games can be used for holistic learning of students i.e. knowledge, skills, and attitude and the specific mechanics of digital games that support the learning of mathematics problem-solving. In the current review paper, the digital games for learning of mathematics problem-solving and the effects of digital mathematics games on domains of problem-solving that is achievement, skills and attitude are reviewed extensively. Furthermore, the evidence of the different mechanics of digital games including goals and rewards, rules and instructions, aesthetics, interaction, challenge and feedback are reviewed with the purpose to understand the game mechanics that foster learning of mathematics problem-solving. Finally, the directions for future research are given.
Punjabi Tribune, 2024
This is an English translation of the article that was published in Punjabi Tribune on September 3, 2024. The link to the article in Punjabi: https://epaper.punjabitribuneonline.com/c/75772525 The Supreme Court on August 1, 2024 upheld sub-classification within SC and ST categories. Four out of seven judges also made separate comments that the government must take measures to remove creamy layer among the SC category from the ambit of reservation policy. It has triggered a nationwide debate across various Dalit organisations, progressive and democratic organisations, political analysts, academicians and representatives from various political parties. The responses to the ruling highlight the necessity of addressing the various concerns being raised on the matter.
Collected Essays in Honor of the 60th Anniversary of Prof. Sergei Ignatov, Ed. Theodore Lekov, Sofia:Iztok-Zapad, 245-259, 2022
Journal of Construction Engineering and Project Management, 2015
International Network For Natural Sciences | INNSpub, 2022
Ovidius University Annals: Economic Sciences Series, 2019
W. Wrotkowski, Pleasure. New Research on Fragment B67 of Heraclitus of Ephesus. Translated from the Polish by A. Sloan in assiduous cooperation with the author, Warsaw: IFiS PAN Publishers., 2023
AdA Archeologia delle Alpi, 2019
Acta Stomatologica Marisiensis Journal
دراسات عربیة فی التربیة وعلم النفس
Nanomedicine: Nanotechnology, Biology and Medicine, 2018