To learn more about how mathematical games may help to increase my students
multiplication fluency I consulted the literature by looking at google scholar, the USF library
search system, and ERIC. I looked at articles from the Journal of Information Technology
Education: Research, the CRESST Report 773, International Group for the Psychology of
Innovation in Education, and Computers and Education. Most of the articles had a similar
conclusion that mathematical games MAY have an impact on student learning. The articles
revolved around the basic idea that students may be more responsive and positive to educational
games versus other approaches (Bragg L. 2006). I discussed before the negative attitudes and
low self-confidence my students have from repeated failure in math, using games may also
Article Citation Key quotes and ideas Ideas for taking action in
positive outlook
on math with
games may
increase their
success.
Mathematical
games may be
need to become
reengaged math
students.
Denham, A. R. (2016). Improving This work provides game I will allow for
designers with several best
practices that should be
the Design of a Learning Game integrated into their praxis: student feedback
Achieving intrinsic integration
through Intrinsic Integration and is paramount during the concept to shape the
phase. Playtest early in the
Playtesting. Technology, Knowledge game development process and
playtest often. Playtest with the
games I
target population. Create a
And Learning, 21(2), 175-194. playtesting environment implement;
conducive to gathering useful
feedback.Ensure learning providing sticky
derives directly from gameplay
and is impactful (Denham, A. R.
2016). notes for
feedback.
Perrotta, C., Featherstone, G., Aston, The best way of Shapes how I
integrating gaming into
teaching is by using it
H. and Houghton, E. (2013). Game- within a clear pedagogic plan to implement
process. In particular: Place
based Learning: Latest Evidence learning activities and my games: what
academic content within the
and Future Directions (NFER video games fictional and
entertainment context,
to do/not to do
maintaining a balance
Research Programme: Innovation in between fun and like:
learning. Make the Balance out
Education). Slough: NFER. academic content integral to
the game rather than an add-
on. Content- specific tasks learning and fun
work better when embedded Limited teacher
in the fictional context and
rules (mechanics) of the
control
game. For example, in a
math game, asking learners
to compute distances to help
a likable game character
jump over obstacles will be
more engaging than asking
them to complete traditional
maths tests in order to make
a story advance. Carefully
plan the roles that you and
your learners will take on in
the game. Teachers should
play roles that allow them to
mediate the experience for
learners: providing
guidance when needed;
ensuring that rules are
followed; and maintaining a
respectful atmosphere
(Perrotta, C., Featherstone,
G., Aston, H. and
Houghton, E. 2013).
Nez Castellar, E., All, A., de The results of the relative I can use this
enjoyment scale showed that
children reported that playing
Marez, L., & Van Looy, J. (2015). the game was more enjoyable support my claim
than many other activities when
Cognitive abilities, digital games compared with doing paper that math games
exercises. Likewise, when
and arithmetic performance participants were spontaneously may be the resort
asked to select one or more
attributes to describe their
enhancement: A study comparing the experience, a significantly when other more
higher proportion of the children
effects of a math game and paper who played the educational basic strategies
game selected positive attributes
exercises. Computers & like exciting while a have been seen
significantly higher proportion
of the children who filled out the
Education, 85123-133. paper exercises described their ineffective, like
experience as boring and
doi:10.1016/j.compedu.2014.12.021 simple (Nez Castellar, E., with my students.
All, A., de Marez, L., & Van
Looy, J. 2015).
Throughout all the articles I read there was an emphasis on students controlling and
leading their own learning (Denham, A. R. 2016). There was also this emphasis on the
importance of positive student outlook, and the idea that fun and learning can occur
simultaneously. The articles also discussed how to set up that game dynamic and the importance
of student feedback. It makes sense that the articles would say this because students do know
how they learn best, even if they do not fully realize it, and it would make sense to incorporate
I used these articles into shaping how Im going to select or create games and how I am
going to monitor them. I want to select or choose games where the students are leading, and I
have very little involvement other than a mediator of sorts. I also will implement sticky notes on
the majority of my games, in which students will give me feedback on them, and also allow for
students to give me feedback on how they think they learn best (Denham, A. R. 2016).
. I will also use my game results as a way to begin to track increases in student knowledge. Thus,
the actions I decided to take based on the literature were opinion sticky notes, daily math games
implemented in the morning and notes on the results of these games. I will also be giving the
students the same multiplication fluency drill at the end of every week, in order to track growth
in a different way, allowing me to also see if game results correspond with the students doing the
Bragg, L. (2006). Students impressions of the value of games for the learning of mathematics.
Proceedings 30th Conference of the International Group for the Psychology of Mathematics
explanations of scoring and incentives on math learning, game performance, and help seeking.
Denham, A. R. (2016). Improving the Design of a Learning Game through Intrinsic Integration
Nez Castellar, E., All, A., de Marez, L., & Van Looy, J. (2015). Cognitive abilities, digital
games and arithmetic performance enhancement: A study comparing the effects of a math game
Perrotta, C., Featherstone, G., Aston, H. and Houghton, E. (2013). Game-based Learning: Latest
Evidence and Future Directions (NFER Research Programme: Innovation in Education). Slough:
NFER.