Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/3123
Title: Th!nklets for mathematics education. Re-using computer games characteristics in educational software
Authors: Jonker, Vincent
Wijers, Monica
Issue Date: Jun-2008
Publisher: International Society of the Learning Sciences, Inc.
Citation: Jonker, V. & Wijers, M. (2008). Th!nklets for mathematics education. Re-using computer games characteristics in educational software. In Kanselaar, G., Jonker, V., Kirschner, P. A., & Prins, F. J. (Eds.), International Perspectives in the Learning Sciences: Cre8ing a learning world. Proceedings of the Eighth International Conference for the Learning Sciences – ICLS 2008, Volume 1 (pp. 406-413). Utrecht, The Netherlands: International Society of the Learning Sciences.
Abstract: Computer games are engaging activities for a growing number of children. Technology, especially computers and the internet, have rapidly become more widely available in educational settings as well as at home. Mathematics, not always an engaging subject for elementary and middle schools students, can be made more engaging by designing challenging tasks that are meaningful for children in which they actively participate. Also, using computers in math education contributes to students' motivation and engagement. This paper reports on a study focused on the contribution of playing so-called "Th!nklets" on doing and learning mathematics. "Th!nklets" are interactive computer activities that involve mathematical thinking and problem solving. Some findings from the analysis of the online use of the Th!nklet `Share Money' by 600 Dutch children age 10-12 are presented.
URI: https://doi.dx.org/10.22318/icls2008.1.406
https://repository.isls.org//handle/1/3123
Appears in Collections:ICLS 2008

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