Abstract

Plane Geometry is one of the core subjects in elementary school’s mathematics courses, and most of the related researches are focused on exploring which the van Hiele thinking level that the students belong to. Although the current market has a lot of Plane Geometry coursewares, most of them can only cover one or two levels. The purpose of this study is to design and develop a game-based courseware called Shapes Adventure Park for elementary students on Plane Geometry learning. The contents of this courseware is based on van Hiele levels of geometric thoughts and Grade 1-9 Curriculum Guidelines in the lower grades plane geometry unit, and we designed a total of seven stages of the game and a quiz levels. In Level 1 (Recognition) and Level 2 (Visual Association), “Shapes Adventure Park” arranges two stages separately. These stages provides students an opportunity to practice drawing skills, identify geometric shape, look the outlines of the daily life object to recognise geometric shapes, and move 3D object to the right angle to match the shape. For knowing description and analysis in shapes, this study designs three stages in level 3. Guiding students in shapes’ construction, making students being attention to the attributes of shapes (including edge, angle and vertices), and providing an environment for student to cut the papers into the required shapes. In Level 4, this study arranges four different stages to integrate the elements of flipping, rotating and changing color for knowing abstraction and relation. After students accomplish these stages, this courseware offers a test stage which provides a step by step challenging for students to enhance their geometry think levels by using their knowledge and skills as they solve the problems of the seven stages. After eight students through the top class of kindergarten to second grade of elementary school did the operational task, this study finds out that “Shapes Adventure Park” is easy to use for students, but it should provide more tips for how to play it. Besides, there are forty-nine students in elementary school with second grade filled in the 3-point Likert scale motivation and satisfaction questionnaires. Statistical results show there is no significant differences between boys and girls in motivation and satisfaction. The result is the same as that of the students's experience of using tablet. Thus, this study can be seen in the design of visual and interactive operation, allowing students regardless of gender or whether the experience of using tablet. The students also feel that the entire design, visual presentation and characters’ design were all very cute, and the stages’ challenging can bring out their interest in learning the geometry concepts. “Shapes Adventure Park” could be a well game-based courseware for students to learn the concept of Plane Geometry and this study expectation is that the courseware with plenty of interesting interaction can inspire students’ interests in learning mathematics.

Full Text
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