Resumen
About 40 years have passed since the initial efforts to capitalize on the potential of computer games for supporting the teaching and learning of mathematics. A historical review is presented of the empirical research on computer games for mathematics education. First, it is observed that research remained virtually absent while the videogame industry achieved important developments. It has grown steadily during the last decade, reflecting the widespread availability of technologies for producing and playing games. Second, an analysis of the populations and mathematical domains in which computer games have been researched revealed a concentration on arithmetic for elementary school students. Other populations and domains remain largely unexplored. To conclude, we outline alternatives for a further development of computer game research for mathematics education.
Idioma original | Español (México) |
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Título de la publicación alojada | Proceedings of the 12th International Conference on Technology in Mathematics Teaching ICTMT 12 |
Lugar de publicación | Faro, Portugal |
Editorial | Universidade do Algarve |
Páginas | 241 |
Número de páginas | 256 |
Volumen | 1 |
Edición | 1 |
ISBN (versión impresa) | 978-989-8472-68-7 |
Estado | Publicada - 2015 |
Palabras clave
- Computer games
- serious games
- mathematics education