Digital Mathematics Games in Education Sandra Figaro Henry School of Education, UWI
Dec 31, 2015
Digital Mathematics Games in Education
Sandra Figaro Henry
School of Education, UWI
The Context
• The New Media Consortium, NMC Horizon Report 2012 K-12 Edition is a collaborative research effort between the NMC, the Consortium of School Networking (CoSN), and the International Society for Technology in Education (ISTE).
• The NMC Horizon Report series discusses the top emerging technologies, trends, and challenges
The Context
The Horizon Report
• Horizon Report by leaders in education and technology.• Training in digital literacy skills and techniques is rare in
teacher education and school district professional development programs
• Digital media literacy is not the norm.
“Digital literacy is less about tools and more about thinking.” Horizon Report 2012
http://www.youtube.com/watch?v=8A_xMSCZ8SQ
Key Trends
• 21st Century students expect to be able to learn, study and work whenever and wherever they want to.
• The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
• The academic environment is increasingly collaborative, driving changes in the way students’ projects are structured.
• The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators.
• Education paradigms are shifting to include – ubiquitous learning: online learning, hybrid learning and collaborative models.
Role and Benefits of Mathematics Games
• Fun: Practice basic details of arithmetic.
• Solving Problems: Act in response to their adversary's moves.
• Strategising: Utilizing video games for math enable pupils to strategize their moves and make use of their know-how of maths to emerge victorious in the video games.
• Social Skills: Cope up with genuine-everyday group life scenarios.
• Better Results: Students interact to function in teams
• Positivity: Establish a positive outlook, without anxiety towards an issue.
• A variety of Levels: These allow for children to develop when passing or conquering one stage soon after one more. A child might recognize a concept the very first time she plays the game. As time passes, the concept is even greater recognized. She may possibly consolidate ideas that have been learned earlier.
• Independence: Students reading through the guidelines of the game is all the advice he needs.
• Evaluation: The finest element about learning via video games is the course of action of evaluation. cool maths games
The Landscape
Time-to-Adoption Horizon: One Year or Less
Time-to-Adoption Horizon: Two to Three Years
• Game-Based Learning • Personal Learning
Environments• Open Content
• Collaborative Environments
• Mobiles and Apps• Tablet Computing• Cloud Computing
The Landscape
Time-to-Adoption Horizon: Four to Five Years
• Learning Analytics• Personal Learning
Environments• Augmented Reality• Natural User Interfaces• Semantic Applications• Tools for Assessing 21st
Century Learning Skills
Math Games for all ages: • http://coolmathsgames.us/• www.arcademicskillbuilders.com• http://www.bbc.co.uk/bitesize/ks2/
maths/• https://www.youtube.com/watch?
v=v6oJ5rw9mys• https://www.youtube.com/watch?
v=q5IzEnYXJtA• http://www.simcity.com/en_US/
game/overview• http://minecraftforfreeonline.net/
ECCE- http://www.prometheanplanet.com/en-us/Search/resources/resource-type/games/grade/early-childhood-pre-school%e2%80%93kindergarten/subject-area/math/country/united-states/language/english/?SortField=relevance&RecsPerPage=12&ViewType=GridView
Secondary- http://www.prometheanplanet.com/en-us/Search/resources/resource-type/games/grade/11-12/subject-area/math/country/unitedstates/language/english/?SortField=relevance&RecsPerPage=12&ViewType=GridView
rch
Future research Thank you