Quantitative Literacy in Third Grade Students using a Serious Game

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DOI:

https://doi.org/10.17398/1695-288X.18.1.131

Keywords:

serious games, mathematical learning, instructional design, videogames design, primary education

Abstract

The last results of national and international evaluations, show that learning math is complex for Mexican students. Different plans and techniques have been implemented to counter this problem, one of them is the use of different technology in the classroom. During the last two decades, the videogame industry in Mexico has gained great traction among children, teenagers and young people, which is why the advantages of these kind of technologic tools must be harnessed. In this paper, we present a serious game to improve quantitative literacy in children studying the third grade of primary school. To design it, an iterative design model that contemplates four stages was use: planification, development, evaluation and improvement; emphasizing the instruction design. Through a quasi-experiment during a two-month period, the game was tested in a class of 33 morning shift third-grade students. The results obtained demonstrated quantitatively an increase in the students’ skills. It was shown, that out of the three subconstructs that constitute quantitative literacy, two of those (natural numbers and mathematical operations) showed significant improvement after treatment. The students enjoyed and engaged with the serious game, which is why it is expected to use this tool in the future in different Mexican communities.

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Published

2019-06-29

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How to Cite

Quantitative Literacy in Third Grade Students using a Serious Game. (2019). Latin American Journal of Educational Technology - RELATEC, 18(1), 131-147. https://doi.org/10.17398/1695-288X.18.1.131

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