In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-226258 |
Date | January 2014 |
Creators | Lindgren, Björn |
Publisher | Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Relation | Examensarbete vid Institutionen för pedagogik, didaktik och utbildningsstudier ; 2014vt00880 |
Page generated in 0.0169 seconds