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Digital games as tools for enhancing statistics instruction in the early years: A teaching intervention within a grade 2 mathematics classroom
Author(s)
Abstract
Digital games hold a lot of promise as tools for improving mathematics and statistics instruction in the early school years. The current article presents a case study that explored the potential of well-designed, mobile educational game apps for enhancing early statistics education. A teaching intervention took place in a rural Grade 2 (ages 7–8) primary classroom in Cyprus, which aimed to integrate mobile game apps Electric Company Prankster Planet and Kahoot! within the mathematics curriculum, so as to support learning of key ideas related to data collection, analysis and tabular and graphical representation. The main insights gained from the study indicate that appropriate exploitation of digital games can motivate young children and help them internalize important concepts related to data analysis and probability.
Part Of
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Conference
7th International Conference on Games and Learning Alliance, GALA 2018
Volume
11385 LNCS
Date Issued
1/1/2019
Open Access
No
DOI
10.1007/978-3-030-11548-7_39
Department