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Learning Through Redesigning a Game in the STEM Classroom.
- Source :
- Simulation & Gaming; Dec2021, Vol. 52 Issue 6, p753-774, 22p
- Publication Year :
- 2021
-
Abstract
- Background: Play is an important part of the childhood. The learning potential of playing and creating non-digital games, like tabletop games, however, has not been fully explored. Aim: The study discussed in this paper identified a range of activities through which learners redesigned a mathematics-oriented tabletop game to develop their ideas and competencies in an integrated STEM (science, technology, engineering, and mathematics) class. Method: Third and fourth graders worked as teams to make changes on Triominos over a period of six weeks. Considering what could be changed from the original game, each group provided a different design for Triominos to accommodate the changes introduced. We gathered data through weekly observations of two classes (about 45 learners, ranging from age eight to ten) in a west-Canada school. In this paper, we present the works of three groups of three teammates. Results: We found that any change made by learners not only influenced mechanics, dynamics, and aesthetics of the game but also helped engage learners, encourage unconventional ideas, promote learning, and solve problems. Based on our findings, we suggest redesigning games facilitated learners deepen their understanding of mathematical concepts as part of a designed game system in STEM classes. [ABSTRACT FROM AUTHOR]
- Subjects :
- PROBLEM solving
TEAMS in the workplace
GAMES
CLASSROOMS
GAMIFICATION
Subjects
Details
- Language :
- English
- ISSN :
- 10468781
- Volume :
- 52
- Issue :
- 6
- Database :
- Complementary Index
- Journal :
- Simulation & Gaming
- Publication Type :
- Academic Journal
- Accession number :
- 153934695
- Full Text :
- https://doi.org/10.1177/10468781211039260