Investigating the Impact of an Immersive Computer-based Math Game on the Learning Process of Undergraduate Students

Cristina Hava Muntean, Nour El Mawas, Michael Bradford, Pramod Pathak

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationFrontiers in Education
Subtitle of host publicationFostering Innovation Through Diversity, FIE 2018 - Conference Proceedings
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781538611739
DOIs
Publication statusPublished - 2 Jul 2018
Externally publishedYes
Event48th Frontiers in Education Conference, FIE 2018 - San Jose, United States
Duration: 3 Oct 20186 Oct 2018

Publication series

NameProceedings - Frontiers in Education Conference, FIE
Volume2018-October
ISSN (Print)1539-4565

Conference

Conference48th Frontiers in Education Conference, FIE 2018
Country/TerritoryUnited States
CitySan Jose
Period3/10/186/10/18

Keywords

  • Computer-based Maths game
  • Learning performance
  • STEM education

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