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2019 | OriginalPaper | Buchkapitel

Digital Games as Tools for Enhancing Statistics Instruction in the Early Years: A Teaching Intervention Within a Grade 2 Mathematics Classroom

verfasst von : Maria Meletiou-Mavrotheris, Loucas Tsouccas, Efi Paparistodemou

Erschienen in: Games and Learning Alliance

Verlag: Springer International Publishing

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Abstract

Digital games hold a lot of promise as tools for improving mathematics and statistics instruction in the early school years. The current article presents a case study that explored the potential of well-designed, mobile educational game apps for enhancing early statistics education. A teaching intervention took place in a rural Grade 2 (ages 7–8) primary classroom in Cyprus, which aimed to integrate mobile game apps Electric Company Prankster Planet and Kahoot! within the mathematics curriculum, so as to support learning of key ideas related to data collection, analysis and tabular and graphical representation. The main insights gained from the study indicate that appropriate exploitation of digital games can motivate young children and help them internalize important concepts related to data analysis and probability.

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Literatur
1.
Zurück zum Zitat Meletiou-Mavrotheris, M., Paparistodemou, E.: Developing young learners’ reasoning about samples and sampling in the context of informal inferences. Educ. Stud. Math. 88(3), 385–404 (2015)CrossRef Meletiou-Mavrotheris, M., Paparistodemou, E.: Developing young learners’ reasoning about samples and sampling in the context of informal inferences. Educ. Stud. Math. 88(3), 385–404 (2015)CrossRef
2.
Zurück zum Zitat Boyle, E.A., et al.: A narrative literature review of games, animations and simulations to teach research methods and statistics. Comput. Educ. 74, 1–14 (2014)CrossRef Boyle, E.A., et al.: A narrative literature review of games, animations and simulations to teach research methods and statistics. Comput. Educ. 74, 1–14 (2014)CrossRef
3.
Zurück zum Zitat Kyriakides, A.O., Meletiou-Mavrotheris, M., Prodromou, T.: Mobile devices in the service of students’ learning of mathematics: the example of game application A.L.E.X. in the context of a primary school in Cyprus. Math. Educ. Res. J. 28(1), 53–78 (2016)CrossRef Kyriakides, A.O., Meletiou-Mavrotheris, M., Prodromou, T.: Mobile devices in the service of students’ learning of mathematics: the example of game application A.L.E.X. in the context of a primary school in Cyprus. Math. Educ. Res. J. 28(1), 53–78 (2016)CrossRef
4.
Zurück zum Zitat Van Eck, R., Guy, M., Young, T., Winger, A., Brewster, S.: Project NEO: a video game to promote STEM competency for preservice elementary teachers. J. Teach. Knowl. Learn. 20, 277–297 (2015)CrossRef Van Eck, R., Guy, M., Young, T., Winger, A., Brewster, S.: Project NEO: a video game to promote STEM competency for preservice elementary teachers. J. Teach. Knowl. Learn. 20, 277–297 (2015)CrossRef
Metadaten
Titel
Digital Games as Tools for Enhancing Statistics Instruction in the Early Years: A Teaching Intervention Within a Grade 2 Mathematics Classroom
verfasst von
Maria Meletiou-Mavrotheris
Loucas Tsouccas
Efi Paparistodemou
Copyright-Jahr
2019
DOI
https://doi.org/10.1007/978-3-030-11548-7_39

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