Dizin Eklenmedi

Digital Games for Future Math Teachers: Transforming Undergraduate Education

Received: 2014-05-10 Accepted: 2015-05-12 Published: 2015-08-23



Abstract: The growing field of game-based learning has opened up a rich channel to convey content and to examine teaching and learning in a critical way, one that we believe can be useful for teacher preparation in all subjects. As college mathematics professors, we examine how digital games, even ones meant for young children, can help our college students learn content. With the topic of fractions, an area that often frightens our pre-service teachers, our results show gains between pre and post test with game play alone (no teaching of the material) and even larger gains of over 15 percentage points from pre- to post-test when students played the game and discussed the concepts in class. Our work using games with pre- and in-service elementary education majors also shows that students can use games not only to learn subject material, but also to think critically about how to use games with their own students when they become teachers. We share a survey tool, EduMAp, that we developed as a means to facilitate this critical thinking, and the results of using this tool in a workshop with teachers, and in our graduate education class. EduMap was designed for mathematics apps, but can be adapted to critique apps in other disciplines as well. Qualitative results show that students change how they think about games in learning over the course of only a few lessons, using the EduMap tool as a framework.


Keywords: Mathematics,digital games,higher education,preservice teachers


Please purchase to download content


Please purchase to download PDF




Coller, B. D., & Scott, M. J. (2009). Effectiveness of using a video game to teach a course in mechanical engineering. Computers & Education, 53(3), 900-912.
Coller, B. D., & Shernoff, D. J. (2009). Video game-based education in mechanical engineering: A look at student engagement. International Journal of Engineering Education, 25(2), 308. Retrieved June 29, 2014 from http://faculty.uoit.ca/kapralos/csci5530/Papers/muhammad1_collerShernoffIJEE.pdf
Devlin, K. (2011). Mathematics education for a new era: video games as a medium for learning. CRC Press.
Fernandez, A., (2008, September 25). Computer game boosts maths scores. BBC News. Retrieved June 29, 2014 from http://news.bbc.co.uk/2/hi/uk_news/scotland/7635404.stm
Gee, J. P. (2003/2007). What video games have to teach us about learning and literacy. New York: Macmillan.
Hernandez, Offenholley & Crocco (In press). If you build it, will they come? Simulation and Gaming Magazine.
Huizinga, J. (1955). Homo Ludens: A Study of the Play-element in Culture. Beacon Press.
Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: cooperative or not? British Journal of Educational Technology, 38(2), 249-259.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & education, 55(2), 427-443.
Kelly, 2014, What Games Are, [Blog post]. Retrieved June 28, 2014 from http://www.whatgamesare.com/2012/05/games-are-an-invocation.html.
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J, (2008). Teens, video games and civics. Pew Internet & American Life Project, Washington, D.C. Retrieved March 27, 2009 from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx.
Ma, L. (1999). Knowing and teaching elementary mathematics: Teachers' understanding of fundamental mathematics in China and the United States. Mahwah, NJ: Lawrence Erlbaum Associates.
Mayo, M. J. (2009). Video games: a route to large-scale STEM education?. Science, 323(5910), 79-82.
Mewborn, D. (2001). Teachers content knowledge, teacher education, and their effects on the preparation of elementary teachers in the United States. Mathematics Teacher Education and Development, 3, 28-36.
National Council of Teachers of Mathematics (NCTM), (2014). Principles to Actions: Ensuring Mathematical Success for All. Reston, VA: NCTM.
OECD Publishing. (2011). PISA PISA 2009 Results: What Students Know and Can Do: Student Performance in Reading, Mathematics and Science (|). OECD Pub.
Parlett, D. (1999). The Oxford history of board games (Vol. 5). New York: Oxford University Press.
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based learning: Latest evidence and future directions. Slough, UK: NFER.
Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon, 9(5), 1-6. Retrieved June 29, 2014 from http://www.marcprensky.com/writing/Prensky%20%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
Refraction, available at http://play.centerforgamescience.org/refraction/site/; retrieved on 1/20/2015.
Rao, L. (Jan 2012) Apple: 20,000 Education iPad Apps Developed; 1.5 Million Devices In Use At Schools, http://techcrunch.com/2012/01/19/apple-20000-education-ipad-apps-developed-1-5-million-devices-in-use-at-schools/
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., ... & Salinas, M. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.
Sage, A. (2009, January 26). Nintendo brain-trainer 'no better than pencil and paper. The Times. Retrieved June 29, 2014 from http://www.thetimes.co.uk/tto/technology/article1862089.ece
Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT press.
Sampson, D. G., & Panoutsopoulos, H. (2012). A study on exploiting commercial digital games into school context. Journal of Educational Technology & Society, 15(1), 15-27.
Schmidt, M. E., & Vandewater, E. A. (2008). Media and attention, cognition, and school achievement. The Future of Children, 18(1), 63-85.
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C., Muse, K., & Wright, M. (2006). Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis. Journal of Educational Computing Research, 34(3), 229-243.
Vygotsky, L. S. (1979). The development of higher forms of attention in childhood. Journal of Russian and East European Psychology, 18(1), 67-115.
Westbrook, J. I., & Braithwaite, J. (2001). The health care game: an evaluation of a heuristic, web-based simulation. Journal of Interactive Learning Research, 12(1), 89-104.
Whitton, N. (2014). Digital Games and Learning: Research and Theory. Routledge.
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., & Yukhymenko, M. (2012). Our Princess Is in Another Castle A Review of Trends in Serious Gaming for Education. Review of Educational Research, 82(1), 61-89.

Citation Information

Cited by articles

Cited by Google Scholar

Search GoogleScholar

Citation Management Tool

Altmetric Attention Score

Full Text Views

Cited by

Ethical Obligations Journal Sevices Contact us
Copyright © 2010-2017 MacroWorld Ltd. All Rights Reserved