Commercially available digital game technology in the classroom: Improving automaticity in mental-maths in primary-aged students

Abstract

In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school term, students (n=236) who used the HGCs and Dr Kawashima's Brain Training showed significant improvement in both the speed and accuracy of their mathematical calculations. Data collected in interviews during the intervention period from students, staff and parents were analysed to provide further information on the implementation and efficacy of this approach. This exploration identified that the HGCs contributed to positive learning, motivational, and efficiency outcomes. These findings highlight opportunities for using commercially available digital games to achieve classroom objectives.

RAS ID

25364

Document Type

Journal Article

Date of Publication

2017

School

School of Education

Copyright

free_to_read

Publisher

Social Science Press

Comments

O'Rourke, J., Main, S., & Hill, S. M. (2017). Commercially Available Digital Game Technology in the Classroom: Improving Automaticity in Mental-maths in Primary-aged Students. Australian Journal of Teacher Education, 42(10), 4. doi:10.14221/ajte.2017v42n10.4

Available here.

Share

 
COinS
 

Link to publisher version (DOI)

10.14221/ajte.2017v42n10.4