Designing and Implementing a Video Game to Assist Teaching-Learning Process of Numerical Expressions
Volume 4, Issue 5, September 2015, Pages: 201-206
Received: Nov. 30, 2014;
Accepted: Mar. 9, 2015;
Published: Aug. 12, 2015
Views 5125 Downloads 129
Edgar Manuel Cano Cruz, Computer Science Department, Universidad del Istmo, Ixtepec, Mexico
Juan Gabriel Ruiz Ruiz, Computer Science Department, Universidad del Istmo, Ixtepec, Mexico
Nowadays, there has been a real change in the traditional methodology for learning and teaching; the teaching of mathematical subject needs to identify the real necessities of students to avoid deficiencies in static classrooms. The benefits of the digital game based learning approach as a learning paradigm are widely recognized, because they support learning environments where students are actively related in implementing their own knowledge; passing through passive to active learning states. This article describes the development of an educational video game that aims to help first semester high school students to improve their understanding of the Numerical Evaluation of Algebraic Expressions.The game is verified by testing to ensure that the graphic and textual components show the correct communicability interfaces and transmit efficiently the intent of the educational content. The results of communicability testing were analysed on the same day and show that interfaces with greater communicability problems were those that concentrate more on graphical and textual components
Edgar Manuel Cano Cruz,
Juan Gabriel Ruiz Ruiz,
Designing and Implementing a Video Game to Assist Teaching-Learning Process of Numerical Expressions, Education Journal.
Vol. 4, No. 5,
2015, pp. 201-206.
W. Pelgrum and J. Voogt, "School and teacher factors associated with frequency of ICT use by mathematics teachers: Country comparisons.," Education and Information Technologies, vol. 14, no. 4, pp. 293-298, 2009.
N. A. Zin, A. Jaafar and W. S. Yue, "Digital game-based learning (DGBL) model and development methodology for teaching history," WSEAS Transactions on Computers, vol. 8, no. 2, pp. 322-333, 2009.
K. Salen and E. Zimmerman, Rules of Play: Fundamentals of Game Design, MIT Press, 2004.
R. Koster, A theory of fun for game design, Scottsdale, AZ : Paraglyph Press, 2005.
GamesSpott, "What do you get if you cross Donkey Kong Jr with the most hated school subject on the planet? Donkey Kong Jr Math!!!!," 21 04 2014. [Online]. Available: http://www.gamespot.com/donkey-kong-jr-math/. [Accessed 24 09 2014].
S. Egenfeldt-Nielsen, "Beyond edutaiment," Unpublished dissertation, 2005.
S. Egenfeldt-Nielsen, "Third Generation Educational Use of Computer Games," Journal of Educational Multimedia and Hypermedia, vol. 16, no. 3, 2007.
F. Begoña, Videojuegos y Aprendizaje, GRAÓ, 2008.
C. J. Ferguson, "Video Games," in Encyclopedia of Adolescence, Springer New York, 2014, pp. 3040-3045.
J. García-bárcena and A. García-crespo, "Game based learning: a research on Learning Content Management Systems," in Proceedings of the 5th WSEAS International Conference on Education and Educational Technology, Tenerife, Spain, 2006.
A. Vasiliou and A. Economides, "Game-based learning using MANETs," in 4th WSEAS/ASME International Conference on Engineering Education (EE'07), Crete, 2007.
J.-m. Yien and Y.-c. Lin, "A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS ’," The Turkish Online Journal of Educational Technology, vol. 10, no. 2, pp. 1-10, 2011.
G. Hwang, H. Sung, C. Hung, I. Huang and C. Tsai, " Development of a personalized educational computer game based on students’ learning styles," Educational Technology Research and Development, vol. 60, no. 4, pp. 623-638, 2012.
C.-M. Hung, I. Huang and G.-J. Hwang, "Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics," Journal of Computers in Education, Vols. 10.1007/s40692-014-0008-8, 2014.
J. VOGEL, D. VOGEL, J. CANNON-BOWERS, C. BOWERS, K. MUSE and M. WRIGHT, "COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS," JOURNAL EDUCATIONAL COMPUTING RESEARCH, vol. 34, no. 3, pp. 229-243, 2006.
A. Amory, "Learning to play games or playing games to learn ? A health education case study with Soweto teenagers," Australasian Journal of Educational Technology, vol. 26, no. 6, pp. 810-829, 2010.
J.-m. Yien and Y.-c. Lin, "A GAME-BASED LEARNING APPROACH TO IMPROVING STUDENTS’ LEARNING ACHIEVEMENTS IN A NUTRITION COURSE," The Turkish Online Journal of Educational Technology, vol. 10, no. 2, pp. 1-10, 2011.
C. Rusu, S. Roncagliolo, A. Figueroa, V. Rusu and D. Gorgan, "Evaluating the usability and the communicability of grid computing applications," in ACHI 2012 - 5th International Conference on Advances in Computer-Human Interactions, 2012.
A. Góngora, A. Rodríguez, Y. León y T. Capote, «Guía para evaluar Usabilidad, Accesibilidad y Comunicabilidad en Aplicaciones,» Revista Antioqueña de las Ciencias Computacionales y la Ingeniería de Software, vol. 3, nº 2, pp. 59-64, 2013.
A. Correa, «Comunicabilidad, paradigma de la Interacción Humano-Computador. No Solo Usabilidad,» No Solo Usabilidad, vol. 1, nº 9, 2010.
M. Zelcer, "Interfaces intuitivas en dispositivos móviles de pantalla táctil," Revista de diseño de interacción, no. 6, pp. 44-59, 2014.
D. Hellman, "Braid graphics briefcase," Braid © Number None, Inc., 2008. [Online]. Available: http://www.davidhellman.net/braidbrief.htm. [Accessed 11 November 2014].
S. Krug, Donʼt Make Me Think - A Common Sense Approach To Web Usability, New Riders, 2006.