Digital Games in Classrooms: An Example of Math-Blaster
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Digital Games in Classrooms: An Example of Math-Blaster

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Digital Games in Classrooms: An Example of Math-Blaster Digital Games in Classrooms: An Example of Math-Blaster Presentation Transcript

  • Using Digital Games in the Classroom: an example of Math Blaster by King Chu and Brittney Huntington
  • Digital Math Games in the Classroom
    • Student Populations
      • Beck and Wade (2004): Drill and practice games
      • Satwicz and Stevens (2008): Quantitative representations and transfer
    • Specific Populations
      • Butler et al. (2001): Children with mild and moderate mental retardation
  • History of Math-blaster
  • Literature on the use of Math-blaster in classrooms
    • Commercially available
    • Criticized in previous video game research
    • Squire (2006): Math-Blaster an Exogenous game
      • Knowledge: discrete facts
      • Learning: memorizing
      • Instruction: drill and practice
      • BUT: Satwicz and Stevens (2008) findings on drill and practice training found in Math-blaster.
  • Math-blaster Game Components
    • Set of drill and practice activities
      • Addition
      • Subtraction
  • Math-Blaster Game Components
    • Multiplication
    • Division
  • Math-Blaster Components
    • 1. Look and Learn :
      • Mayer’s pre-training and modality principle
  • Math-Blaster Components
    • 2) Build Your Skill
  • Math-Blaster Components
    • 3) Challenge Yourself
  • Math-Blaster Components
    • 4) Math-Blaster
        • Segmenting
  • Math-blaster Game Components
    • Problems with
      • Coherence
  • Math-Blaster Components
    • Also problems with Spatial Contiguity
  • Design of Math-Blaster Interfaces
      • Poor data-ink ratio
      • Tufte (1983)
  • Design of Math-Blaster Interfaces
  • Design of Math-Blaster Interfaces
  • Design of Math-Blaster Interfaces
    • Appearance of Bilateral Symmetry
    • Tufte (1983)
  • Design of Math-Blaster Interfaces
    • “ Friendly Graphics”
      • Text
      • Color-blindness
      • Elliot and Norris (1998)
    • Tufte (1983)
  • Math-blaster Design
    • Affordances
      • Controls
        • Individual differences in presence of instructions
      • Rocket Function
  • Math-Blaster Design
    • Conceptual Design
      • Character Development
        • Blaster, GC, and Spot
    • Norman (1990)
  • Math Blaster Design
    • Feedback
      • Visual Feedback
      • Auditory Feedback
    • Norman (1990)
  • Incorporation of Math-blaster in classrooms instruction
    • For Teachers
    • Elliot and Norris (1998)
    • Math Vocabulary
    • individual and group instruction
    • Progress tracking
      • However: Becker (2006)
  • Incorporation of Math-blaster in Classroom Instruction
    • For Students
    • Engaging graphics (Elliot and Norris, 1998)
      • Exposure?
    • Feedback
    • Tracking Progress
    • Socialization
  • References
    • Becker, K. (2006). Classifying learning objectives in commercial games. Authors and Canadian Games Study Association .
    • Butler, F., Miller, S., Lee, K., Pierce, T. (2001). Teaching mathematics to students with mild-to-moderate mental retardation: A review of the literature. Mental Retardation , 39 (1), 20-31.
    • Hummel, J. (1985). Math-Blaster courseware review. Journal of Learning Disabilities, 18, 241-242.
    • Mayer, R. (2005). The Cambridge Handbook of Multimedia Learning. Cambridge University Press.
    • New York Times: http://video.nytimes.com/video/2010/09/15/magazine/1248069030957/games-theory.html. Retrieved 12/14/2010 by Brittney Huntington
  • References
    • Norman, D. (1990). The Design of Everyday Things. Doubleday Business.
    • Satwicz, T., and Stevens, R. (2008). Playing with representations: How do kids make use of quantitative representations in video games? International Journal of Computers for Mathematical Learning , 13, 179-206.
    • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher , 35 (8), 19-29.
    • Soloway, E., Norris, C. (1998). Using technology to address old problems in new ways. Communications of the AMC , 41, 11-18.
    • Tufte, E. R. (1983). The Visual Display of Quantitative Information. Graphics Press.