Matts Hglund and Axel Hammarbck
Math
Games – Towards a Better
Math Education?
Abstract
Swedish upper high school
students perform worse than ever in math
and the negative trend seems to
continue. However, one can see
a lot of potential in emerging technologies to solve this
problem.
Gamification, i.e. Ňuse of game
design elements in non-game contextsÓ (Deterding & Dixon, 2011) has in recent years spread
to many parts of our everyday
lives. Gamification aims to motivate
users to perform tasks they do not normally perform. For example, the mobile app
"Zombies, Run!" motivates
users to exercise by simulating a audio environment in which they feel they
are being chased by zombies. Gartner Group has also
appointed gamification to one of
the technologies that will have the most
influence on our society in the coming years.
This study aims to investigate the effects of introducing
gamification in math education in upper high school, and if this has the potential to increase students' understanding and ability to process mathematics.
A gamified module was created
and tested at an upper secondary school mathematics class at IT-College
in Rissne, Stockholm, Sweden. The students used the module for one hour and the attitude against the module and the ability to process mathematics was measured. The results suggest an increased student involvement but also suggests that
any gamified teaching material needs to be designed very carefully and its role in education
should be investigated to ensure maximum effect.