Connecting game design with problem posing skills in early childhood
Corresponding Author
George Kalmpourtzis
Address for correspondence: George Kalmpourtzis, Aristotle University of Thessaloniki, Faculty of Education Building, 54124, Thessaloniki, Greece. Email: [email protected]Search for more papers by this authorCorresponding Author
George Kalmpourtzis
Address for correspondence: George Kalmpourtzis, Aristotle University of Thessaloniki, Faculty of Education Building, 54124, Thessaloniki, Greece. Email: [email protected]Search for more papers by this authorAbstract
This paper presents a teaching experiment with preschoolers, considering games as means for presenting problem-based situations and focusing on the development of game design in connection to problem posing skills. The study was conducted in a focus group of eighteen 5–6-year-old students who participated in game design sessions, compared to a control group of students of the same age, who did not participate in any game design interventions. An experimental design research methodology was applied, where their skills, both in game design and in problem posing, were examined by a pretest and posttest. The findings suggest that the development of game design skills with the support of appropriate organized teaching interventions can also have a positive impact on the development of problem posing skills.
Supporting Information
Filename | Description |
---|---|
bjet12607-sup-0001-suppinfo1.docxWord document, 20.6 KB |
Appendix A. Queries used for performing the search process in each digital library Appendix B. Reference list of studies classified in each category of application of 3DVWs in higher education. |
Please note: The publisher is not responsible for the content or functionality of any supporting information supplied by the authors. Any queries (other than missing content) should be directed to the corresponding author for the article.
References
- Allsop, Y. (2016). A reflective study into children's cognition when making computer games. British Journal of Educational Technology, 47, 665–679.
- Bakker, M., van den Heuvel-Panhuizen, M., & Robitzsch, A. (2016). Effects of mathematics computer games on special education students' multiplicative reasoning ability. British Journal of Educational Technology, 47, 633–648.
- Baytak, A., &
Land, S. M. (2010). A case study of educational game design by kids and for kids. Procedia - Social and Behavioral Sciences, 2, 5242–5246.
10.1016/j.sbspro.2010.03.853 Google Scholar
- Bragg, L. A. (2007). Students' conflicting attitudes towards games as a vehicle for learning mathematics: a methodological dilemma. Mathematics Education Research Journal, 19, 29–44.
10.1007/BF03217448 Google Scholar
- Brousseau, G. (2002). Theory of didactical situations in mathematics. Proceedings of the Joint Meeting of PME 32 and PME-NA XXX. Morelia, Mexico: Universidad Michoacana de San Nicholas de Hidalgo.
- Caillois, R., & Barash, M. (1961). Man, play, and games. Urbana, IL: University of Illinois Press.
- Chang, K. E., Wu, L. J., Weng, S. E., & Sung, Y. T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers and Education, 58, 775–786.
- Crawford, C. (1982). The art of computer game design. Computer (p. 81). Berkeley, CA: Osborne/McGraw-Hill.
- Crespo, S. (2003). Learning to pose mathematical problems: exploring changes in preservice teachers' practices. Educational Studies in Mathematics, 52, 243–270.
- De Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education, 46, 249–264.
- de Valk, L.,
Bekker, T., &
Eggen, B. (2014). Drawing up the rules: encouraging children's rule creation in interactive open-ended play. International Journal of Child-Computer Interaction, 2, 120–129.
10.1016/j.ijcci.2015.07.002 Google Scholar
- Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: can they be used to measure understanding of computer science concepts? Computers and Education, 58, 240–249.
- Dickey, M. D. (2006). Game design narrative for learning: appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research and Development, 54, 245–263.
- Dunbar, K. (2000). How scientists think in the real world. Journal of Applied Developmental Psychology, 21, 49–58.
- Dyer, B. (2010). Ruminations of a road traveled towards empowerment: musing narratives of teaching, learning and self-realization. Research in Dance Education, 11, 5–18.
- English, L. (1998). Children's problem posing within formal and informal contexts. Journal for Research in Mathematics Education, 29, 83–106.
- Fitton, D., & Read, J. C. (2016). Primed design activities: scaffolding young designers during ideation. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23–27, 2016 (Article 50, pp. 1–50, 10). New York, NY: ACM.
- Gennari, R., Melonio, A., Raccanello, D., Brondino, M., Dodero, G., Pasini, M., et al. (2017). Children's emotions and quality of products in participatory game design. International Journal of Human Computer Studies, 101, 45–61.
- Hiniker, A., & Lee, B. (2017). Co-Designing with Preschoolers Using Fictional Inquiry and Comicboarding. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 5767–5772). New York, NY: ACM.
- Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D., Bromley, M., et al. (2014). Moved to learn: the effects of interactivity in a Kinect-based literacy game for beginning readers. Computers and Education, 74, 37–49.
- Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: a formal approach to game design and game research. In Proceedings of the AAAI workshop on Challenges in Game AI Workshop (pp. 1–4). San Jose, CA: AAAI Press.
- Kafai, Y. B. (2006). Playing and making games. Games and Culture, 1, 36–40.
10.1177/1555412005281767 Google Scholar
- Kafai, Y. B., &
Peppler, K. (2012). Developing gaming fluencies with scratch. In C. Steinkuehler, K. Squire, & S. Barab (Eds.), Games, learning, and society: learning and meaning in the digital age (pp. 355–380). Cambridge: Cambridge University Press.
10.1017/CBO9781139031127.026 Google Scholar
- Kalmpourtzis, G., Vrysis, L., & Veglis, A. (2016). Teaching game design to students of the early childhood through Forest Maths: a pilot study. In Semantic and Social Media Adaptation and Personalization (SMAP), 2016 11th International Workshop (pp. 123–127). Thessaloniki, Greece: IEEE.
- Ke, F. (2014). An implementation of design-based learning through creating educational computer games: a case study on mathematics learning during design and computing. Computers and Education, 73, 26–39.
- Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers and Education, 55, 427–443.
- Khaled, R., &
Vasalou, A. (2014). Bridging serious games and participatory design. International Journal of Child-Computer Interaction, 2, 93–100.
10.1016/j.ijcci.2014.03.001 Google Scholar
- Kiili, K. (2005). Content creation challenges and flow experience in educational games: the IT-emperor case. Internet and Higher Education, 8, 183–198.
10.1016/j.iheduc.2005.06.001 Google Scholar
- Kojima, K., & Miwa, K. (2008). A system that facilitates diverse thinking in problem posing. International Journal of Artificial Intelligence in Education, 18, 209.
- Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017). Essential features of serious games design in higher education: linking learning attributes to game mechanics. British Journal of Educational Technology, 48, 972–994.
- Leung, S., &
Silver, E. (1997). The role of task format, mathematics knowledge, and creative thinking on the Arithmetic Problem Posing of prospective elementary school teachers. Mathematics Education Research Journal, 9, 5–24.
10.1007/BF03217299 Google Scholar
- Li, Q. (2010). Digital game building: learning in a participatory culture. Educational Research, 52, 427–443.
- Maertens, M.,
Vandewaetere, M.,
Cornillie, F., &
Desmet, P. (2014). From pen-and-paper content to educational math game content for children: a transfer with added difficulty. International Journal of Child-Computer Interaction, 2, 85–92.
10.1016/j.ijcci.2014.04.001 Google Scholar
- Mestre, J. P. (2002). Probing adults' conceptual understanding and transfer of learning via problem posing. Journal of Applied Developmental Psychology, 23, 9–50.
- Miller, E., & Almon, J. (2009). Crisis in the kindergarten to play in school. Crisis, 1–72.
- Moser, C.,
Tscheligi, M.,
Zaman, B.,
Vanden Abeele, V.,
Geurts, L.,
Vandewaetere, M., et al. (2014). Editorial: learning from failures in game design for children. International Journal of Child-Computer Interaction, 2, 73–75.
10.1016/j.ijcci.2014.10.001 Google Scholar
- Mulligan, J., &
Mitchelmore, M. (2009). Awareness of pattern and structure in early mathematical development. Mathematics Education Research Journal, 21, 33–49.
10.1007/BF03217544 Google Scholar
- Nunnally, J. (1978). Psychometric theory ( 2nd ed.). New York: McGraw-Hill.
- Read, J., &
Markopoulos, P. (2013). Child-computer interaction. International Journal of Child-Computer Interaction, 1, 2–6.
10.1016/j.ijcci.2012.09.001 Google Scholar
- Rieber, L. P. (2005). Multimedia learning in games, simulations, and microworlds. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 549–567). Cambridge, MA: Cambridge University Press.
- Robertson, J. (2013). The influence of a game-making project on male and female learners' attitudes to computing. Computer Science Education, 23, 58–83.
10.1080/08993408.2013.774155 Google Scholar
- Robertson, J., & Howells, C. (2008). Computer game design: opportunities for successful learning. Computers and Education, 50, 559–578.
- Schell, J. (2014). The art of game design: a book of lenses. Boca Raton, FL: CRC Press.
10.1201/b17723 Google Scholar
- Schmidt, J. A. (2010). Flow in education. In P. Peterson, E. B. E. Baker, & B. McGaw (Eds.), International encyclopedia of education (pp. 605–611). Oxford, UK: Elsevier.
- Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, E. (2012). Effects of game technology on elementary student learning in mathematics. British Journal of Educational Technology, 43, 540–560.
- Steinkuehler, C., Squire, K., & Barab, S. A. (2012). Games, learning, and society:learning and meaning in the digital age. Learning in doing. Cambridge, MA: Cambridge University Press.
- Stoyanova, E. (1997). Extending and exploring students' problem solving via problem posing. Joondalup, Australia: Edith Cowan University.
- Tikkanen, R., & Iivari, N. (2011). The role of music in the design process with children. In P. Campos, N. Graham, J. Jorge, N. Nunes, P. Palanque, & Winckler M. (Eds.), Human-Computer Interaction–INTERACT 2011 (pp. 288–305). Berlin, Heidelberg: Springer.
- Triantafyllakos, G., Palaigeorgiou, G., & Tsoukalas, I. A. (2011). Designing educational software with students through collaborative design games: the We!Design&Play framework. Computers and Education, 56, 227–242.
- Umetsu, T., Hirashima, T., & Takeuchi, A. (2002). Fusion method for designing computer-based learning game. Proceedings of International Conference on Computers in Education, 1, 124–128.
- Vos, N., Van Der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers and Education, 56, 127–137.
- Walsh, G., Druin, A., Guha, M., Foss, E., Golub, E., Hatley, L., et al. (2010). Layered elaboration: a new technique for co-design with children. Conference on Human Factors in Computing Systems, 1237–1240.
- Yip, J., Clegg, T., Bonsignore, E., Gelderblom, H., Rhodes, E., & Druin, A. (2013). Brownies or bags-of-stuff? Domain expertise in cooperative inquiry with children. Proceedings of the 12th International Conference on Interaction Design and Children ,13, 201–210.