Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
World Wide Web
Technology supports for distributed and collaborative learning over the internet
ACM Transactions on Internet Technology (TOIT)
Impact of media richness and flow on e-learning technology acceptance
Computers & Education
Massively multiplayer online games & education: an outline of research
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
Mathematics Education for a New Era: Video Games as a Medium for Learning
Mathematics Education for a New Era: Video Games as a Medium for Learning
Strategies used by students on a massively multiplayer online mathematics game
ICWL'11 Proceedings of the 10th international conference on Advances in Web-Based Learning
Recent development in multimedia e-learning technologies
World Wide Web
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One important challenge in mathematics education is teaching modeling skills. We analyze the logs from a game-based learning system used in a massively multiplayer online tournament. Students had to detect an input---output pattern across 20 rounds. For each round, they received an input and had 2 minutes to predict the output by selecting a binary option (2 points if correct, 驴1 otherwise), or writing a model (4 points if model prediction was correct, 驴4 otherwise), or refraining (1 point). Thousands of 3rd to 10th grade students from hundreds of schools simultaneously played together on the web. We identified different types of players using cluster analysis. From 5th grade onwards, we found a cluster of students that wrote models with correct predictions. Half of the 7th to 10th grade students that detected patterns were able to express them with models. The analysis also shows diffusion within the teams of modeling strategies for simple patterns.