Quantitative Literacy in Third Grade Students using a Serious Game
DOI:
https://doi.org/10.17398/1695-288X.18.1.131Keywords:
serious games, mathematical learning, instructional design, videogames design, primary educationAbstract
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.
Downloads
References
Alvarez, J. A., Rampnoux, O., Jessel, J.-P., & Methel, G. (2007). Serious Game: just a question of posture? Artificial and Ambient Inteligence, AISB, 1, 420–423. https://bit.ly/2y1uFnz
Armería, L. (2014). Desarrollo del sentido numérico en tercer grado de primaria mediante juegos serios (Tesis Doctoral). Universidad de Guadalajara. Guadalajara, México.
Armería, L., & Hernández, S. (2012). Development of number sense in third grade of elementary school using serious game. 20th International Conference on Computers in Education (págs. 423-426). Singapur: Asia-Pacific Society for Computers in Education. https://bit.ly/2OqsZ1d
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., … De Gloria, A. (2015). Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391–411. http://doi.org/10.1111/bjet.12113
Beazley, K. (1984). Education in Western Australia: Report of the Committee of Inquiry into Education in Western Australia. Education Department of Western Australia. https://bit.ly/2QjVSt9
Branch, R., & Merrill, M. (2012). Characteristics of Instructional Design Models. En R. Reiser, & J. Dempsey (Edits.), Trends and issues in instructional design and technology. (I. United States: Pearson Education, Trad.). Boston, Massachusetts, Estados Unidos de América: Pearson Education.
CACE. (1959). The Crowther Report. Central Advisory Council for Education. England: Her majesty's stationery office. Recuperado a partir de https://bit.ly/2DIdTA6
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
Cai, Y., Miao, C., Tan, A., Shen, Z., & Li, B. (2010). Creating an Immersive Game World with Evolutionary Fuzzy Cognitive Maps. IEEE Computer Graphics and Applications, 30(2), 58–70. http://doi.org/10.1109/MCG.2009.80
Dashtestani, R., & Stojković, N. (2015). the Journal of Teaching English for Specific and Academic Purposes the Use of Technology in English for Specific Purposes (Esp) Instruction: a Literature Review. The Journal of Teaching English for Specific and Academic Purposes, 36953(3159), 5–52. https://bit.ly/2xMHcvI
Dick, W., Carey, L., & Carey, L. (2005). The systematic design of instruction (6th ed.). New York, New York, Estados Unidos de América: Harper Collins Publishers.
Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (Eds.). (2016). Serious Games. Cham: Springer International Publishing. http://doi.org/10.1007/978-3-319-40612-1
Fullerton, T. (2014). Game Design Workshop. A Playcentric Approach to Creating Innovative Games (3ª Edición. ed.). Boca Raton, FL, Estados Unidos: Taylor & Francis Group, LLC.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441–467. https://doi.org/10.1177/1046878102238607
Gee, J. (2003). What videogames have to teach us about learning and literacy. New York, USA: Palgrave Macmillan.
Hernández, R., Fernández, C., & Baptista, M. (2014). Metodología de la investigación (6ª Edición ed.). México, D.F., México: Mc. Graw Hill Educación.
Instituto Nacional para la Evaluación de la Educación. (2015). Panorama Educativo de México 2014. Indicadores del Sistema Educativo Nacional. Educación básica y media superior. México: INEE.
Instituto Nacional para la Evaluación de la Educación. (2016). México en PISA 2015. México: INEE.
Khaled, R., & Vasalou, A. (2014). Bridging serious games and participatory design. International Journal of Child-Computer Interaction, 2(2), 93–100. http://doi.org/10.1016/j.ijcci.2014.03.001
Malofeeva, E., Day, J., Saco, X., Young, L., & Ciancio, D. (2004). Construction and Evaluation of a Number Sense Test With Head Start Children. Journal of Educational Psychology, 96(4), 648–659. http://doi.org/10.1037/0022-0663.96.4.648
Martínez-Soto, J. M., Egea-Vivancos, A., & Arias-Ferrer, L. (2018). Evaluación de un videojuego educativo de contenido histórico. La opinión de los estudiantes. Revista Latinoamericana de Tecnología Educativa, 17(1), 61-75. https://doi.org/10.1145/1836845.1836974
Mayer, R. E. (2002). Cognitive Theory and the Design of Multimedia Instruction: An Example of the Two-Way Street Between Cognition and Instruction. New Directions for Teaching and Learning, 2002(89), 55–71. http://doi.org/10.1002/tl.47
Michael, D., & Chen, S. (2006). Serious Games: Games that Educate, Train and Inform. BOSTON, MA, USA: Thompson Course Technology PTR.
Mitgutsch, K. (2011). Serious Learning in Serious Games. Learning In, Through, and Beyond Serious Games. En M. Ma, A. Oikonomou, & L. Jain (Edits.), Serious Games and Edutainment Applications (págs. 45-58). London, England: Springer-Verlag London.
Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318–325. http://doi.org/10.1016/j.culher.2013.04.004
Murnane, R., & Levy, F. (1996). Teaching the new basic skills: Principles for educating children to thrive in a changing economy. New York, NY, USA: Free Press.
National Numeracy Network. (2011). What is numeracy/QL/QR? Recuperado a partir de https://bit.ly/2QhRjj2
Nieto Martínez, S., Heredia Escorza, Y., & Cannon Díaz, B. (2014). Xbox360Kinect: herramienta tecnológica aplicada para el desarrollo de habilidades matemáticas básicas, en alumnos de segundo grado de Educación Básica en México. Revista Latinoamericana de Tecnología Educativa, 13(2), 103–117. https://doi.org/10.17398/1695
Luceño, J. (2010). La competencia matemática y la incidencia en su enseñanza aprendizaje. Andalucia, España: Junta de Andalucia, Consejeria de educación.
Organización para la Cooperación y el Desarrollo Económico. (2016a). PISA 2015 Results in focus. Paris: OECD Publishing.
Organización para la Cooperación y el Desarrollo Económico. (2016b). PISA 2015 Assessment and Analytical Framework: Science, Reading, Mathematic and Financial Literacy. Paris: OECD Publishing.
Papert, S. (1988). Does easy do it? Children, games, and learning. Game Developer Maganize, Junio, 82-83. Recuperado a partir de https://ia803007.us.archive.org/5/items/GDM_June_1998/GDM_June_1998.pdf
Pérez-Manzano, A., & Almela-Baeza, J. (2018). Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents. Comunicar, 26(55). http://doi.org/10.3916/C55-2018-09
Petri, G., & Gresse von Wangenheim, C. (2017). How games for computing education are evaluated? A systematic literature review. Computers & Education, 107, 68–90. http://doi.org/10.1016/j.compedu.2017.01.004
Piaget, J. (1951). Play, dreams and imitation in childhood . New York: W. W. Norton & Company.
Reiser, R., & Dempsey, J. (Edits.). (2012). Trends and issues in instructional design and technology. Boston, Massachusetts, Estados Unidos de América: Pearson Education.Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., … Salinas, M. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71–94. http://doi.org/10.1016/S0360-1315(02)00099-4
SEP (2011). Planes de estudios 2011. Educación Básica. Secretaría de Educación Pública. México: Secretaría de Educación Pública.
Steen, L. (2004). Achieving Quantitative Literacy: An Urgent Challenge for Higher Education. Washington, D.C., Estados Unidos de América: Mathematical Association of America.
Vygotski, L. (1978). Mind in Society. The Development of Higher Psychological Processes. Massachusetts: Harvard University Press.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25–32. http://doi.org/10.1109/MC.2005.297
Downloads
Published
Issue
Section
License
Authors who publish in this journal accept the following conditions:
1. The Author retains copyright in the article. Upon acceptance of the article, the author shall grant to the Publisher the right of first publication of the article. with the dcoument registered with the Creative Commons Attribution-NonCommercial-NoDerivative 4.0 International (CC BY-NC-ND) license, which allows to third parties to use what is published whenever they mention the authorship of the work and the first publication in this journal.
2. Authors can make other independent and additional contractual agreements for the non-exclusive distribution of the article published in this journal (eg, include it in an institutional repository or publish it in a book) provided they clearly indicate that the work was published for the first time in this journal.
3. Authors are allowed and recommended to publish their work on the Internet (for example on institutional or personal pages) before and during the review and publication process, as it can lead to productive exchanges and a greater and faster diffusion of published work (see The Effect of Open Access).