Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces
Autor: | Teemu H. Laine, Erno Lehtinen, Renny S. N. Lindberg, Olga De Troyer, Phuong Bui, Samuli Laato, Lauri Koivunen, Boglárka Brezovszky |
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Přispěvatelé: | Web and Information System Engineering, Faculty of Sciences and Bioengineering Sciences, Informatics and Applied Informatics |
Rok vydání: | 2020 |
Předmět: |
Game design
math games Monetization media_common.quotation_subject 05 social sciences ComputingMilieux_PERSONALCOMPUTING 050301 education Design elements and principles Subject (documents) Review App store 050105 experimental psychology World Wide Web app marketplaces math 0501 psychology and cognitive sciences Quality (business) Early childhood 0503 education Curriculum media_common |
Zdroj: | ICE/ITMC |
DOI: | 10.1109/ice/itmc49519.2020.9198621 |
Popis: | The number of available educational games has enormously grown and it is difficult for users to identify which games are pedagogically effective among the multitude of options in app marketplaces. Recent studies on math games have highlighted the importance of (1) linking learning attributes and gameplay and (2) game design that supports students' deliberate practise. Using these as a measure for pedagogical quality, we investigated 109 math games found on Google Play Store (n=61) and iOS App Store (n=48). Furthermore, monetization solutions, data use permissions, target age group and type of mathematical content were retrieved from the apps. The analysis showed that only 11,0% of the games integrated learning attributes with gameplay and 12,0% of the games contained tasks which support learners' deliberate practice. The most commonly featured math subject was arithmetic and the games were targeted mostly to early childhood (6-12 years). Finally, games following curricula content and recommended design principles were difficult to locate using the search tools of the app marketplaces. |
Databáze: | OpenAIRE |
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