Please use this identifier to cite or link to this item: http://repository.kln.ac.lk/handle/123456789/10592
Title: Instigating an Online Game as Mathematics Learning Support Tool
Authors: Pathiratne, S.
Keywords: 2D Digital Game Based Learning
Primary Education
Secondary Education
Mathematics
Issue Date: 2015
Publisher: Faculty of Commerce and Management Studies, University of Kelaniya
Citation: Pathiratne, S. 2015. Instigating an Online Game as Mathematics Learning Support Tool. 6th International Conference on Business & Information ICBI – 2015, Faculty of Commerce and Management Studies, University of Kelaniya, Sri Lanka. pp 322-338.
Abstract: Mathematics inculcation should be a compulsory subject at any caliber in a school. Mathematics can broadly be defined as the science of understanding and apperceiving patterns and relegating them predicated on numbers or well defined mathematical structures. The cognition process of mathematics promotes one’s analytical skills and critical cerebrating. Critical cerebrating is paramount to live a better life regardless of the nature of one’s employment. This paper fixates on the design, Instigating and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was engendered in an endeavor to facilitate the edification of mathematics, a subject that is often regarded as perplexed by students of all ages. Apart from the game, an administration website was additionally constructed, so that the inculcator can configure the game, without that requiring any programming skills. More concretely, the edifier can utilize the administration website in order to alter several of the game’s parameters, such as the content and total number of its questions. The game was evaluated in authentic school settings, both through a pilot study with 12 students and a long-term intervention with 37 students that lasted 14 weeks. The results designated that the students’ opinion about the game was positive, and suggest that with some extensions the game could be utilized as an efficacious learning implement. Determinately, some corresponding conclusions and future amendments to the game are being discussed on the substructure of the findings.
URI: http://repository.kln.ac.lk/handle/123456789/10592
ISSN: 2465-6399
Appears in Collections:ICBI 2015

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