Th!nklets for mathematics education: re-using computer games characteristics in educational software

  • Authors:
  • Vincent Jonker;Monica Wijers

  • Affiliations:
  • Utrecht University, Freudenthal Institute;Utrecht University, Freudenthal Institute

  • Venue:
  • ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 1
  • Year:
  • 2008

Quantified Score

Hi-index 0.01

Visualization

Abstract

Computer games are engaging activities for a growing number of children. Technology, especially computers and the internet, have rapidly become more widely available in educational settings as well as at home. Mathematics, not always an engaging subject for elementary and middle schools students, can be made more engaging by designing challenging tasks that are meaningful for children in which they actively participate. Also, using computers in math education contributes to students' motivation and engagement. This paper reports on a study focused on the contribution of playing so-called "Th!nklets" on doing and learning mathematics. "Th!nklets" are interactive computer activities that involve mathematical thinking and problem solving. Some findings from the analysis of the online use of the Th!nklet 'Share Money' by 600 Dutch children age 10-12 are presented.