TY - GEN
T1 - Investigating the Impact of an Immersive Computer-based Math Game on the Learning Process of Undergraduate Students
AU - Muntean, Cristina Hava
AU - Mawas, Nour El
AU - Bradford, Michael
AU - Pathak, Pramod
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/7/2
Y1 - 2018/7/2
N2 - Although Mathematics is a fundamental subject for many STEM related areas, undergraduate students find Mathematics a challenging and difficult subject, and they face difficulties in developing logical thinking and problem solving skills. This research-to-practice paper introduces Count With Me, a novel immersive computer-based educational game that teaches counting principles. The paper analyses and discusses the impact of the game on the learning process and knowledge gain. Twenty-four 1st year undergraduate students took part in the case study. Knowledge tests were employed before and after the students interacted with the educational game. Although addition, multiplication, factorial, and permutation topics were already studied by the students in the high school, the pre-test results showed that some students face difficulties with these topics. The post test results analysis showed a statistically significant knowledge improvement and a high student engagement in playing the game and learning about the Mathematics concepts.
AB - Although Mathematics is a fundamental subject for many STEM related areas, undergraduate students find Mathematics a challenging and difficult subject, and they face difficulties in developing logical thinking and problem solving skills. This research-to-practice paper introduces Count With Me, a novel immersive computer-based educational game that teaches counting principles. The paper analyses and discusses the impact of the game on the learning process and knowledge gain. Twenty-four 1st year undergraduate students took part in the case study. Knowledge tests were employed before and after the students interacted with the educational game. Although addition, multiplication, factorial, and permutation topics were already studied by the students in the high school, the pre-test results showed that some students face difficulties with these topics. The post test results analysis showed a statistically significant knowledge improvement and a high student engagement in playing the game and learning about the Mathematics concepts.
KW - Computer-based Maths game
KW - Learning performance
KW - STEM education
UR - http://www.scopus.com/inward/record.url?scp=85063526882&partnerID=8YFLogxK
U2 - 10.1109/FIE.2018.8659005
DO - 10.1109/FIE.2018.8659005
M3 - Conference contribution
AN - SCOPUS:85063526882
T3 - Proceedings - Frontiers in Education Conference, FIE
BT - Frontiers in Education
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 48th Frontiers in Education Conference, FIE 2018
Y2 - 3 October 2018 through 6 October 2018
ER -