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Mattespel – vägen till bättre matematikundervisning?
KTH, School of Computer Science and Communication (CSC).
KTH, School of Computer Science and Communication (CSC).
2012 (Swedish)Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Swedish upper high school students perform worse than ever in math and the negative trend seems to continue. However, one can see a lot of potential in emerging technologies to solve this problem.

Gamification, i.e. “use of game design elements in non-game contexts” (Deterding & Dixon, 2011) has in recent years spread to many parts of our everyday lives. Gamification aims to motivate users to perform tasks they do not normally perform. For example, the mobile app "Zombies, Run!" motivates users to exercise by simulating a audio environment in which they feel they are being chased by zombies. Gartner Group has also appointed gamification to one of the technologies that will have the most influence on our society in the coming years.

This study aims to investigate the effects of introducing gamification in math education in upper high school, and if this has the potential to increase students' understanding and ability to process mathematics.

A gamified module was created and tested at an upper secondary school mathematics class at IT-College in Rissne, Stockholm, Sweden. The students used the module for one hour and the attitude against the module and the ability to process mathematics was measured. The results suggest an increased student involvement but also suggests that any gamified teaching material needs to be designed very carefully and its role in education should be investigated to ensure maximum effect.

Abstract [sv]

Svenska gymnasieelever presterar sämre än någonsin i matematik och den negativa trenden ser ut att hålla i sig. Däremot så ser man att ny teknik har potential att åtminstone delvis lösa detta problem.

Spelifiering, eller gamification, dvs. användandet av spelliknande koncept i andra kontexter än spel (Deterding & Dixon, 2011) har på senare år spridit sig till många olika delar av vår vardag. På så sätt kan man motivera användare att utföra sysslor de normalt sett inte utför. Till exempel motiverar mobilappen “Zombies, run!” användare att motionera genom att simulera en ljudmiljö där denne upplever sig bli jagad av zombies. Gartner Group har även utsett spelifiering till en av de tekniker som kommer ha mest inflytande i vårt samhälle inom de närmaste åren.

Denna studie syftar till att undersöka vilka effekter införandet av spelifiering i undervisningsmaterialet i gymnasiet har och ifall detta har potential att öka elevernas förståelse och förmåga att räkna på matematik.

För detta skapades en modul som sedan undersöktes på en gymnasieklass vid IT-gymnasiet i Rissne, genom att eleverna fick använda modulen i en timme varpå deras attityder gentemot modulen samt förmåga att räkna på matematik mättes. Resultatet tyder på ett ökat engagemang hos eleverna men även på att eventuella spelifierade undervisningsmaterial behöver konstrueras väldigt noga. Dess plats i undervisningen bör noggrant undersökas för att säkerställa maximal effekt.

Place, publisher, year, edition, pages
2012.
Series
Kandidatexjobb CSC, K12089
National Category
Computer Science
Identifiers
URN: urn:nbn:se:kth:diva-131094OAI: oai:DiVA.org:kth-131094DiVA: diva2:654540
Educational program
Master of Science in Engineering - Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2013-10-07 Created: 2013-10-07

Open Access in DiVA

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Other links

http://www.csc.kth.se/utbildning/kandidatexjobb/medieteknik/2012/rapport/hammarback_axel_OCH_hoglund_matts_K12089.pdf
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