Jhon Edilberto Monroy Barrios, Diego Alonso Iquira Becerra, Fabián Hugo Rucano Páucar, Fabiola Mary Talavera Mendoza
{"title":"Matelogic: interactive mathematical learning based on challenges","authors":"Jhon Edilberto Monroy Barrios, Diego Alonso Iquira Becerra, Fabián Hugo Rucano Páucar, Fabiola Mary Talavera Mendoza","doi":"10.1145/3178158.3178208","DOIUrl":null,"url":null,"abstract":"The use of the Unity3D video game engine was chosen for the development of the prototype, focusing on the subject of tangible programming, In order to improve the traditional methods of teaching mathematics. The tests were made to 8-year-old students who were in the third grade of elementary school. The focus of the design was given according to trial and error sessions, which helped to improve the understanding of the movement based on mathematical challenges. To develop the video game \"MATELOGIC\" the pattern Pipes and Filters combined with the ACOT model were chosen. In the present investigation it was possible to verify that the combination of algorithmic thinking concepts and the interaction of video games provide favorable results in learning, surpassing traditional methods.","PeriodicalId":213847,"journal":{"name":"Proceedings of the 6th International Conference on Information and Education Technology","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3178158.3178208","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
The use of the Unity3D video game engine was chosen for the development of the prototype, focusing on the subject of tangible programming, In order to improve the traditional methods of teaching mathematics. The tests were made to 8-year-old students who were in the third grade of elementary school. The focus of the design was given according to trial and error sessions, which helped to improve the understanding of the movement based on mathematical challenges. To develop the video game "MATELOGIC" the pattern Pipes and Filters combined with the ACOT model were chosen. In the present investigation it was possible to verify that the combination of algorithmic thinking concepts and the interaction of video games provide favorable results in learning, surpassing traditional methods.