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PotenziaMente: A Collection of Online Games for Learning Mathematics and Enhance Thought Processes

PotenziaMente: A Collection of Online Games for Learning Mathematics and Enhance Thought Processes
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Author(s): Roberto Trinchero (University of Turin, Italy)
Copyright: 2013
Pages: 10
Source title: Handbook of Research on Didactic Strategies and Technologies for Education: Incorporating Advancements
Source Author(s)/Editor(s): Paolo M. Pumilia-Gnarini (Independent Researcher, Italy), Elena Favaron (La Scuola che Funziona, Italy), Elena Pacetti (University of Bologna, Italy), Jonathan Bishop (Centre for Research into Online Communities and E-Learning Systems, UK)and Luigi Guerra (University of Bologna, Italy)
DOI: 10.4018/978-1-4666-2122-0.ch007

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Abstract

Starting from the diffusion of information technology in schools, many computer games have been produced for the teaching and learning of mathematics. Most of these adopt a teaching approach that repurposes school situations embedded in game situations. The software object of the experiment described in this chapter was in fact to adopt a different approach. It proposes a series of games inspired to real-world situations in which the student must evolve a wide range of cognitive functions and mathematical contents. The games were constructed in line with objectives outlined by the Italian National Guidelines for the Curriculum (2007). The student perceives the interaction as a pure game interaction, but the effect is to increase their knowledge, skills, and competencies in mathematics, in addition to exercising a wide range of cognitive functions.

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