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RESEARCH PRODUCT
Research on the impact of using interactive game based learning to teach mathematics
Daniel FløtreErling KristiansenJan Heggernessubject
IKT590ComputingMilieux_COMPUTERSANDEDUCATIONVDP::Matematikk og naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Kunnskapsbaserte systemer: 425VDP::Matematikk og naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Systemutvikling og -arbeid: 426description
Masteroppgave i informasjons- og kommunikasjonsteknologi 2005 - Høgskolen i Agder, Grimstad The number of students who study scientific subjects has continued to drop over a long period of time. Compared to 2004, there is a 12% decrease in High School students who study mathematics and a 5% decrease in applicants for technology studies at College and University level in 2005 [1]. These numbers concern employees of the technology sector as they have predicted a large need for mathematicians in the future [19]. The educational system is under constant change to take advantage of new educational methods that modern technology allows for. The Heriot Watt University in Scotland showed that the interest around mathematics boosted after they launched their interactive solution Schoolar. Personal Computers are common property today and most schools have computer labs with Internet connection. This assumption allows us to focus on how computers may be used to improve the teaching by securing quality and by appealing more to the youth than traditional classroom education. Today there exist few computer games that are designed to help and motivate high school students in the field of mathematics. The computer game industry is a multi billion dollar industry that knows what the different target groups are buying. The art of teaching and learning is a well researched area. But few have examined the effects that may arise when combining the above into educational computer games. We have performed surveys on the target group and created a playable educational computer game to find what impact computer game based learning have on the students.
| year | journal | country | edition | language |
|---|---|---|---|---|
| 2005-01-01 |