A qualitative research study is presented herein with the purpose of identifying mathematics learning opportunities in a commercial version of a Tower Defense game. These learning opportunities are understood as mathematicisable moments of the game and involve the establishment of relationships between the game and mathematical problem solving. Based on the analysis of the nature of these mathematicisable moments, we present several design options that are being implemented in a didactic version of a Tower Defense gam
The Maths Arcade is an extracurricular club for undergraduate students to play and analyse strategy ...
Non-digital games are frequently used to support primary mathematics instruction. Moreover, we know ...
The Maths Arcade is an extracurricular club for undergraduate students to play and analyse strategy ...
A qualitative research study is presented herein with the purpose of identifying mathematics learnin...
Analyzing the positive impact of mathematical video games is a multifaceted process that extends bey...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
The article deals with gamification in mathematical education, i.e., the use of game elements and ga...
There is a long standing history of mathematical games and puzzles being used to support mathematica...
In this study, we examined the factors in game design that were used by developers to support the i...
The primary focus of this study was to investigate the effectiveness of games when used in tertiary-...
Twenty-four high-performing fifth grade students (aged 10 - 11 years) participated in a year-long st...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
Mathematics is an important subject that is pervasive across many disciplines. It is also a subject ...
What happens when commercial sports video games, designed for entertainment, are used in an effort t...
Digital games have become part of childhood and adolescence. The debate has moved from should teenag...
The Maths Arcade is an extracurricular club for undergraduate students to play and analyse strategy ...
Non-digital games are frequently used to support primary mathematics instruction. Moreover, we know ...
The Maths Arcade is an extracurricular club for undergraduate students to play and analyse strategy ...
A qualitative research study is presented herein with the purpose of identifying mathematics learnin...
Analyzing the positive impact of mathematical video games is a multifaceted process that extends bey...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
The article deals with gamification in mathematical education, i.e., the use of game elements and ga...
There is a long standing history of mathematical games and puzzles being used to support mathematica...
In this study, we examined the factors in game design that were used by developers to support the i...
The primary focus of this study was to investigate the effectiveness of games when used in tertiary-...
Twenty-four high-performing fifth grade students (aged 10 - 11 years) participated in a year-long st...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
Mathematics is an important subject that is pervasive across many disciplines. It is also a subject ...
What happens when commercial sports video games, designed for entertainment, are used in an effort t...
Digital games have become part of childhood and adolescence. The debate has moved from should teenag...
The Maths Arcade is an extracurricular club for undergraduate students to play and analyse strategy ...
Non-digital games are frequently used to support primary mathematics instruction. Moreover, we know ...
The Maths Arcade is an extracurricular club for undergraduate students to play and analyse strategy ...