Digital Games for Learning Mathematics: Possibilities and Limitations

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Jorgensen, Robyn
Lowrie, Tom
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Dindyal Jaguthsing, Cheng Lu Pien

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2012
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569108 bytes

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Singapore

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Abstract

Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback was sought. This was compared with the descriptions provided by experienced adult gamers. Both players provided insights into the cognitive process used by gamers when engaging with games. Collectively, these sources allow us to propose that the learning principles may restrict deep learning processes for mathematical learning.

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Mathematics Education: Expanding Horizons Proceedings of the 35th Annual Coference of the Mathematics Education Research Group of Australasia

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© 2012 MERGA. The attached file is posted here with permission of the copyright owner for your personal use only. No further distribution permitted. For information about this conference please refer to the publisher’s website or contact the authors.

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Mathematics and Numeracy Curriculum and Pedagogy

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