This chapter investigates the mathematics in the gameplay of three popular games (Angry Birds, Plants vs. Zombies and The Sims) that are unlikely to be played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded in these games? Can these games be used in/for school mathematics? Issues considered under the first question include: the nature of mathematics and the difficulty of isolating the mathematics in non-school gameplay; players’ strategic actions as mathematical actions; and ‘truth’ and its warrants i...
We discuss the use of in-class games to create realistic situations for mathematical modelling. Two ...
The Engaging Math Games Project (EMG) hopes to establish a basis for the design of educational softw...
Information technologies are an integral part of a contemporary society which bases its progress on ...
Games are enjoyable, and research shows that learning to play games can boost learning. Many games u...
Mathematics games are widely employed in school classrooms for such reasons as a reward for early fi...
Getting students to read, digest and practice material is difficult in any discipline, but even more s...
Non-digital games are frequently used to support primary mathematics instruction. Moreover, we know ...
Abstract: Since the insurgence of computer games in the 1980s, it created an unstoppable wave that i...
The article deals with gamification in mathematical education, i.e., the use of game elements and ga...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
Game-based learning has received more focus as a way to engage students and increase interest in mat...
Digital games have become part of childhood and adolescence. The debate has moved from should teenag...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
Digital games offer enormous potential for learning and engagement in mathematics ideas and processe...
The objective of this paper is to present the fundamentals of game theory and illustrate how the the...
We discuss the use of in-class games to create realistic situations for mathematical modelling. Two ...
The Engaging Math Games Project (EMG) hopes to establish a basis for the design of educational softw...
Information technologies are an integral part of a contemporary society which bases its progress on ...
Games are enjoyable, and research shows that learning to play games can boost learning. Many games u...
Mathematics games are widely employed in school classrooms for such reasons as a reward for early fi...
Getting students to read, digest and practice material is difficult in any discipline, but even more s...
Non-digital games are frequently used to support primary mathematics instruction. Moreover, we know ...
Abstract: Since the insurgence of computer games in the 1980s, it created an unstoppable wave that i...
The article deals with gamification in mathematical education, i.e., the use of game elements and ga...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
Game-based learning has received more focus as a way to engage students and increase interest in mat...
Digital games have become part of childhood and adolescence. The debate has moved from should teenag...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
Digital games offer enormous potential for learning and engagement in mathematics ideas and processe...
The objective of this paper is to present the fundamentals of game theory and illustrate how the the...
We discuss the use of in-class games to create realistic situations for mathematical modelling. Two ...
The Engaging Math Games Project (EMG) hopes to establish a basis for the design of educational softw...
Information technologies are an integral part of a contemporary society which bases its progress on ...