TY - GEN
T1 - Design and Evaluation of an Adventure Videogame Based in the History of Mathematics
AU - Rocha, Mariana
AU - Dondio, Pierpaolo
N1 - Publisher Copyright:
© 2020, Springer Nature Switzerland AG.
PY - 2020
Y1 - 2020
N2 - The present paper describes the design and evaluation of an adventure videogame developed to cover the mathematics primary school curriculum. The narrative of the game is based in the history of mathematics and, to win, the player needs to travel through time, starting from the ancient Egypt and finishing at the modern world. To achieve that, the player interacts with real-life characters, such as Pythagoras of Samos, learning about their contributions to the field and using this knowledge to solve puzzles. The aim of the research presented in this paper is to understand the effects of the game on students’ mathematics performance and levels of mathematics anxiety, a clinical condition where feelings of tension emerge during the manipulation of numbers. The game was tested by children from the first and second classes of Irish primary schools (n = 88). Students played the game for 3 weeks on weekly sessions of 45 min to 1 h. The experiment had a pre post-test design and students answered the Modified Abbreviated Math Anxiety Scale (mAMAS), and a mathematics test designed based on the content of the game. Statistical analysis suggested the game significantly improves students’ mathematics performance. However, it increases the levels of mathematics anxiety on female students, opening discussion for considering what aspects of game design influences the levels of mathematics anxiety for this specific group.
AB - The present paper describes the design and evaluation of an adventure videogame developed to cover the mathematics primary school curriculum. The narrative of the game is based in the history of mathematics and, to win, the player needs to travel through time, starting from the ancient Egypt and finishing at the modern world. To achieve that, the player interacts with real-life characters, such as Pythagoras of Samos, learning about their contributions to the field and using this knowledge to solve puzzles. The aim of the research presented in this paper is to understand the effects of the game on students’ mathematics performance and levels of mathematics anxiety, a clinical condition where feelings of tension emerge during the manipulation of numbers. The game was tested by children from the first and second classes of Irish primary schools (n = 88). Students played the game for 3 weeks on weekly sessions of 45 min to 1 h. The experiment had a pre post-test design and students answered the Modified Abbreviated Math Anxiety Scale (mAMAS), and a mathematics test designed based on the content of the game. Statistical analysis suggested the game significantly improves students’ mathematics performance. However, it increases the levels of mathematics anxiety on female students, opening discussion for considering what aspects of game design influences the levels of mathematics anxiety for this specific group.
KW - History of mathematics
KW - Mathematics anxiety
KW - Primary school
UR - http://www.scopus.com/inward/record.url?scp=85097809502&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-63464-3_22
DO - 10.1007/978-3-030-63464-3_22
M3 - Conference contribution
AN - SCOPUS:85097809502
SN - 9783030634636
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 232
EP - 241
BT - Games and Learning Alliance - 9th International Conference, GALA 2020, Proceedings
A2 - Marfisi-Schottman, Iza
A2 - Bellotti, Francesco
A2 - Hamon, Ludovic
A2 - Klemke, Roland
PB - Springer Science and Business Media Deutschland GmbH
T2 - 9th International Conference on Games and Learning Alliance, GALA 2020
Y2 - 9 December 2020 through 10 December 2020
ER -