Digital Mathematics Games in Education Sandra Figaro Henry School of Education, UWI
The Context The New Media Consortium, NMC Horizon Report 2012 K-12 Edition is a collaborative research effort between the NMC, the Consortium of School Networking (CoSN), and the International Society for Technology in Education (ISTE). The NMC Horizon Report series discusses the top emerging technologies, trends, and challenges
The Context The Horizon Report Horizon Report by leaders in education and technology. Training in digital literacy skills and techniques is rare in teacher education and school district professional development programs Digital media literacy is not the norm. “Digital literacy is less about tools and more about thinking.” Horizon Report
Key Trends 21 st Century students expect to be able to learn, study and work whenever and wherever they want to. The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized. The academic environment is increasingly collaborative, driving changes in the way students’ projects are structured. The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators. Education paradigms are shifting to include – ubiquitous learning: online learning, hybrid learning and collaborative models.
Role and Benefits of Mathematics Games Fun: Practice basic details of arithmetic. Solving Problems: Act in response to their adversary's moves. Strategising: Utilizing video games for math enable pupils to strategize their moves and make use of their know-how of maths to emerge victorious in the video games. Social Skills: Cope up with genuine-everyday group life scenarios. Better Results: Students interact to function in teams Positivity: Establish a positive outlook, without anxiety towards an issue. A variety of Levels: These allow for children to develop when passing or conquering one stage soon after one more. A child might recognize a concept the very first time she plays the game. As time passes, the concept is even greater recognized. She may possibly consolidate ideas that have been learned earlier. Independence: Students reading through the guidelines of the game is all the advice he needs. Evaluation: The finest element about learning via video games is the course of action of evaluation. cool maths gamescool maths games
The Landscape Time-to-Adoption Horizon: One Year or Less Time-to-Adoption Horizon: Two to Three Years Game-Based Learning Personal Learning Environments Open Content Collaborative Environments Mobiles and Apps Tablet Computing Cloud Computing
The Landscape Time-to-Adoption Horizon: Four to Five Years Learning Analytics Personal Learning Environments Augmented Reality Natural User Interfaces Semantic Applications Tools for Assessing 21st Century Learning Skills
Math Games for all ages: aths/ aths/ v6oJ5rw9myshttps:// v6oJ5rw9mys q5IzEnYXJtAhttps:// q5IzEnYXJtA e/overviewhttp:// e/overview
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Future research Thank you