Initial Results of an Intervention Using a Mobile Game App to Simulate a Pandemic Outbreak

7Citations
Citations of this article
10Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This chapter presents the design and results from the first iteration of a classroom activity using the context and simulation provided by a commercial game app for smartphones and tablets. The aim was to study students’ experiences of an intervention entailing the game app in order to inform a more mature design with the long-term goal of being able to develop principles to design and implement modelling activities using game apps. An analysis focusing on the interplay between the designed intervention environment and students’ work from two upper secondary classes resulted in information in terms of affordances to inform the redesign. In addition, students experienced the activity as interesting and engaging, but with significant gender differences. The results inform a discussion of the role of new technology and simulation within classroom teaching and learning of mathematical modelling.

Cite

CITATION STYLE

APA

Frejd, P., & Ärlebäck, J. B. (2017). Initial Results of an Intervention Using a Mobile Game App to Simulate a Pandemic Outbreak. In International Perspectives on the Teaching and Learning of Mathematical Modelling (pp. 517–527). Springer Science and Business Media B.V. https://doi.org/10.1007/978-3-319-62968-1_43

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free