Abstract
Game based Learning (GBL) has been promoted as a way to enhance science, technology, engineering and mathematics education, in several aspects. In this paper we aim at conceptualizing the creative, embodied and immersive potentials in the context of teaching geometry in primary school. We review two cases where the concept of “game” is related to the development of pupils’ creativity and innovation skills. One intervention is inviting pupils to become designers at a “game
factory”, by using the digital mathematics tool GeoGebra. The second intervention uses mobile technology to have students participate in a collaborative game requiring them to take part in an embodied activity outside the classroom.
factory”, by using the digital mathematics tool GeoGebra. The second intervention uses mobile technology to have students participate in a collaborative game requiring them to take part in an embodied activity outside the classroom.
Original language | English |
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Title of host publication | Proceedings of the 9th European Conference on Games Based Learning ECGBL 2015 |
Number of pages | 9 |
Publisher | Academic Conferences and Publishing International |
Publication date | 2015 |
Pages | 378-386 |
Publication status | Published - 2015 |
Event | European Conference on Game Based Learning - Nord-Trondelag University College, Steinkjer, Norway Duration: 8 Oct 2015 → 9 Oct 2015 Conference number: 9th http://academic-conferences.org/ecgbl/ecgbl2015/ecgbl15-home.htm |
Conference
Conference | European Conference on Game Based Learning |
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Number | 9th |
Location | Nord-Trondelag University College |
Country/Territory | Norway |
City | Steinkjer |
Period | 08/10/2015 → 09/10/2015 |
Internet address |
Keywords
- serious games
- embodiment
- epistemic games