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Initial Results of an Intervention Using a Mobile Game App to Simulate a Pandemic Outbreak
Linköpings universitet, Matematiska institutionen, Matematik och tillämpad matematik. Linköpings universitet, Utbildningsvetenskap.
Linköpings universitet, Matematiska institutionen, Matematik och tillämpad matematik. Linköpings universitet, Tekniska fakulteten.ORCID-id: 0000-0001-5013-8890
2017 (engelsk)Inngår i: Mathematical modelling and applications: Crossing and researching boundaries in mathematics education / [ed] Gloria Stillman, Werner Blum, Werner and Gabriele Kaiser, Cham: Springer, 2017, s. 517-527Kapittel i bok, del av antologi (Fagfellevurdert)
Abstract [en]

This chapter presents the design and results from the first iteration of a classroom activity using the context and simulation provided by a commercial game app for smartphones and tablets. The aim was to study students’ experiences of an intervention entailing the game app in order to inform a more mature design with the long-term goal of being able to develop principles to design and implement modelling activities using game apps. An analysis focusing on the interplay between the designed intervention environment and students’ work from two upper secondary classes resulted in information in terms of affordances to inform the redesign. In addition, students experienced the activity as interesting and engaging, but with significant gender differences. The results inform a discussion of the role of new technology and simulation within classroom teaching and learning of mathematical modelling.

sted, utgiver, år, opplag, sider
Cham: Springer, 2017. s. 517-527
Emneord [en]
Modelling, Simulation, Technology, Mobile app, Game
HSV kategori
Identifikatorer
URN: urn:nbn:se:liu:diva-161282DOI: 10.1007/978-3-319-62968-1_43ISBN: 9783319629674 (tryckt)ISBN: 9783319629681 (digital)OAI: oai:DiVA.org:liu-161282DiVA, id: diva2:1365997
Tilgjengelig fra: 2019-10-27 Laget: 2019-10-27 Sist oppdatert: 2019-10-28bibliografisk kontrollert

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