Abstract
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounter this kind of environment. The study didactically describes the process of 6th-grade students’ experiences of a digital game-based learning environment. A combination of the Theory of Didactical Situations (TDS) and Digital Game-Based Learning (DGBL) was used in the design of the digital game. The research focused on knowledge-based interactions (teacher-student-game) during the implementation of the game called Race with Numbers, designed in line with this synthesis. The case study, one of the qualitative research methods, was used in the study. Research participants consist of 16 middle secondary school students studying in the 6th grade in a public school. The research data were collected with a video camera and two voice recorders. The research application lasted 75 minutes. The data analysis related to the application was carried out by describing the interaction between the students and the game at stages of TDS. The study findings indicated that TDS has significant potential in designing DGBL environments. However, strong evidence is presented that such environments enable students to realize their own learning and encourage them to use mathematical process skills (such as problem-solving, reasoning, proving, and transfer). Finally, the study highlights the importance of the digital game-based learning approach in mathematics teaching for students.
Highlights
Today, the idea of taking advantage of technological developments profoundly affects the practices people are accustomed to in all areas (Macfarlane, 2020)
This study shows that feedback from digital games plays an important role in accessing the mathematical knowledge hidden in digital games by passing through the reasoning filter
This study showed that digital games designed according to Theory of Didactical Situations (TDS) could be used as an effective tool in preparing a student-centered environment and reaching mathematical knowledge in this environment
Summary
The idea of taking advantage of technological developments profoundly affects the practices people are accustomed to in all areas (Macfarlane, 2020). This causes the use of alternative approaches in teaching environments in many disciplines of education (Lowrie & Jorgensen, 2015). One of the disciplines is mathematics education. There can be many factors in the use of technology in mathematics education. The nature of mathematical knowledge is one of them. Mathematical knowledge is abstract as it reflects the general situation (Dahl, 2018).
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: JRAMathEdu (Journal of Research and Advances in Mathematics Education)
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.