| Literature DB >> 25068511 |
Marcus Vasconcelos de Castro1, Márcia Aparecida Silva Bissaco2, Bruno Marques Panccioni3, Silvia Cristina Martini Rodrigues4, Andreia Miranda Domingues1.
Abstract
In this study, we show the effectiveness of a virtual environment comprising 18 computer games that cover mathematics topics in a playful setting and that can be executed on the Internet with the possibility of player interaction through chat. An arithmetic pre-test contained in the Scholastic Performance Test was administered to 300 children between 7 and 10 years old, including 162 males and 138 females, in the second grade of primary school. Twenty-six children whose scores showed a low level of mathematical knowledge were chosen and randomly divided into the control (CG) and experimental (EG) groups. The EG participated to the virtual environment and the CG participated in reinforcement using traditional teaching methods. Both groups took a post-test in which the Scholastic Performance Test (SPT) was given again. A statistical analysis of the results using the Student's t-test showed a significant learning improvement for the EG and no improvement for the CG (p≤0.05). The virtual environment allows the students to integrate thought, feeling and action, thus motivating the children to learn and contributing to their intellectual development.Entities:
Mesh:
Year: 2014 PMID: 25068511 PMCID: PMC4113388 DOI: 10.1371/journal.pone.0103354
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1Diagram of the - Virtual Environment's scenes.
Figure 2Screenshot of one of the scenes in the virtual environment.
List of cognitive skills addressed by the games developed by the author.
| Cognitive skill | Games developed by the author | Figure |
| Working memory | Memory and Flash Cards |
|
| Spatial visualisation | Caco Flies, Off Road, Shark, Beware of the Alligator, Hit the Balloons, Motocross and Number Race (1 and 2) |
|
| Quantity representation, using number symbols | Lost Ruins, Wrapping Gifts, Harvesting Apples and Hit the Balloons. |
|
| Processing continuous and discrete quantities | Caco Flies, Lost Ruins, Hit the Balloons, Off Road, Number Race 2, Dance, Dance and Dance!!, Shark, Selling Corn, Beware of the Alligator, Motocross and Wrapping Presents. |
|
| Reading and writing numbers | Lost Ruins, Off Road, Shark, Selling Corn, Wrapping Presents and Hit the Balloons |
|
| Constructing the significance of the number from its various uses in society | All of the games | All Figures |
| Calculation procedure development | Caco Flies, Lost Ruins, Slot Machine, Off Road, Number Races 1 and 2, Shark, Selling Corn, Beware of the Alligator, Flash Cards and Dance, Dance and Dance!! |
|
| Recognition of measurable quantities | Lost Ruins, Slot Machine, Off Road, Wrapping Presents, Shark, Hit the Balloons, Selling Corn, and Beware of the Alligator |
|
List of games developed by the author and maths skill(s) addressed.
| Game | Maths Skill(s) Addressed |
| Caco Flies | Arithmetic operations (addition and subtraction), visual reasoning, mental calculations. |
| Lost Ruins | Arithmetic operations (addition and subtraction), visual reasoning, counting, numerical size, mental calculations. |
| Slot Machine | Addition, comparing geometric shapes. |
| Off Road | Number sequences, subtraction and addition, mental calculations. |
| Number Race 1 | Counting and number sequences. |
| Number Race 2 | Arithmetic operations (Addition), mental calculations. |
| Memory | Visual reasoning, memory. |
| Shark | Addition, mental calculations. |
| Selling Corn | Addition, multiplication, mental calculations. |
| Beware of the Alligator | Addition, mental calculations. |
| Flash Cards | Addition, mental calculations. |
| Noggin Breaker | Visual reasoning, visual space. |
| Monkey Puzzle | Visual reasoning, visual space. |
| Motocross | Symbol identification, even and odd numbers. |
| Wrapping presents | Counting, geometric shapes. |
| Dance, Dance and Dance!! | Arithmetic expression (addition), mental calculations. |
| Apple Harvest | Symbol identification, visual reasoning. |
| Hit the Balloons | Visual reasoning, visual space, counting. |
List of games developed by the author and its description.
| Game | Description |
| Caco Flies | While the avatar (‘Monkey Caco’) is piloting the airplane, the avatar should collect the birds on the sky or in the grass labeled with numbers which is the results from the mathematical expression presented on the top of the screen. If the avatar does it correctly while the time is running out, the score will be automatically increased while travelling. Otherwise, the score will be systematically reduced and the airplane will lose control until ending with game over. |
| Lost Ruins | This game consists of a maze that presents obstacles and puzzles subdivided into 3 different phases. In the first phase, the user should see on the screen the number displayed and then count sequentially the pieces of the ladder until identify the exactly position order which matches with the number previously displayed. Once the user “guesses” it correctly, the avatar will be able to climb to the above floor. In this stage, known as second phase, the avatar (‘Caco’) should collect the boxes with eggs. In this moment, the number of eggs inside the box will be displayed and the user should again to identify the right position from the number displayed by the game on the screen as previously described. Once the user has completed this phase, the game will be automatically advanced to the next phase (phase 3). In the third and last phase, the monkey Caco needs to pick the bananas, but for that the user should answer correctly the mathematical questions presented on the screen every time that Caco finds a bunch of bananas. |
| Slot Machine | Slot Machine - The child can invest the money earned in other games located in the game room of the City scenario. |
| Off Road | Off Road – Racing game where the child should control a truck to get to the end of the trail overcoming obstacles. If one reaches some pineapple, shall inform the result of a mathematical expression and if hit earns points and can continue playing. If one does it wrong nothing happens and one can keep trying until get it right. To start the game, the child must turn off the alarm system, hitting a number between one and ten randomly selected by computer. Every child attempt, the system provides a hint written and spoken (generated by the speech synthesizer), indicating if the secret number is higher or lower than that reported. In this game, the child can hit through trial and error, but it is expected the child realizes that it is important to associate the response of each result to move faster on the track. The alarm sounds if the child exceeds three attempts, but the child can try again at another time. |
| Number Race 1 | Racing game where the child should control a car and pass upon the right sequence of numbers. Otherwise, the car skids and lives are lost. |
| Number Race 2 | In this game, the child must pass only upon the right arithmetic accounts not to skid. |
| Memory | The child must use logical reasoning and memory to find the position of a card with the same number of chosen one. By clicking on a card, besides seeing the number, the child also hears its sound and, from this moment, the child must click a second card. If the number on it is equal to the previous one, the two disappear. Otherwise, nothing happens and the child should continue looking for another card with the same sound that initially clicked. |
| Shark | In this game the ability to add is crafted in getting the result always equal to five. The child must control the shark (in the avatar Caco is ridden) on the seabed for it to eat the right fish, avoiding the drowning of Caco. Each fish represents a number. During the game, some fish appear with hidden numbers, this happens to arouse more emotion, as if the child chooses a fish without number, the lucky will be at risk. |
| Selling Corn | Selling Corn – The child must act on Caco avatar for him to sell corn in a tent. Customers ask what the total amount they have to pay leading a number of corns drawn by the computer. In this game it is intended that the child, through mental calculation, is able to respond to customers which the total amount payable in relation to the requested amount of corn. The more play selling corns in tent, the more earn money. |
| Beware of the Alligator | During the exploitation of Forest scenario, the child will find a lake where the Avatar (Caco Monkey) will guide its friend Alligator eating fish. At this time, the alligator is directly controlled by the child. This game is intended to work with the sum with the result 5. Alligator is expecting the right fish pass at an appropriate time, it should eat them so that the sum is equal to 5. |
| Flash Cards | In this game the child chooses a card with a mathematical expression and associates it with another card that displays the result, eliminating them and earning points. To every game session numbers involved in the cards are randomly generated. The child has a time of 60 seconds to solve the problems, which decrease according to the evolution of each phase. If the child cannot hit the cards in the estimated time, the game offers a new session with other numbers drawn. |
| Noggin Breaker e Monkey Puzzle | These games focus on memory, reasoning and observation to assemble puzzles with images of low complexity. |
| Motocross | In the first phase, the child should ride a bike and grab stars with the number requested by the ant (on the top). If the child picks the wrong number, the fox advises that it is not the correct number, otherwise earn points. In the second phase, even and odd numbers are worked and the child avoids the odd stars and rescues the even stars, earning points. During training, the Avatar Caco gets the ant's help, which informs what number should be taken. If the child takes a star with wrong number, lives are lost. |
| Wrapping presents | The Caco Avatar at first person should prepare decorative boxes according to customer's request, which gets upset with the care delay. The more clients are met, the more money is earned. We are working on this game counting, shapes and geometric figures, letting the creative flowing for decorating a box the way one finds most interesting, since it meets the customer's request. In this game, the clients do not repeat as there are a combination of hats, clothes, mouths, noses and eyes, creating a large number of different clients. |
| Dance, Dance and Dance!! | The Avatar must dance in various styles according to the number of correct answers. For this, one must collect the trays with the right mathematical expressions and destroy the trays with the wrong mathematical expressions using a weapon that emits laser. If collecting the wrong tray or destroying a right tray, one will lose points and thus Caco will dance less, stopping its movement if it has a number of points equal to zero. |
| Apple Harvest | The Avatar needs to collect apples with the number requested by the fox (in writing and spoken), avoiding apples labeled with other numbers that make the score decrease. The apples should be collected in a shortest possible time to earn more points. Purposely, the numbers are presented in the game in increasing order to also work the counting. |
| Hit the Balloons | The child must pop the balloons by hitting them with a small ball with nails and in the end the remaining balloons are counted to change phase. The game consists of 10 levels and allows the child to repeat the activity several times, until getting the right amount, without emphasizing the error. |
Figure 3Working memory.
Figure 4Spatial visualisation.
Figure 5Quantity representation, using number symbols.
Figure 6Processing continuous and discrete quantities.
Figure 7Reading and writing numbers.
Figure 8Calculation procedure development.
Figure 9Recognition of measurable quantities.
Figure 10Histogram of performance determined by scores on the SPT pre-test administered to 300 children.
Figure 11Histogram showing the pre-test scores for the 300 tested children.
Figure 14Average scores for the experimental and control group on the pre-test and the post-test.
Figure 12Scores for the control group on the pre-test and post-test.
Figure 13Scores for the experimental group on the pre-test and the post-test.