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International Forum of Educational Technology & SocietyPedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-BasedLearningAuthor(s): Siew Pei HwaSource:Journal of Educational Technology & Society, Vol. 21, No. 4, Special Issue on"Authentic Edutainment with Advanced Technologies" (October 2018), pp. 259-276Published by: International Forum of Educational Technology & SocietyStable URL: REFERENCESLinked references are available on JSTOR for this article:-reference#references_tab_contentsYou may need to log in to JSTOR to access the linked references.JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a widerange of content in a trusted digital archive. We use information technology and tools to increase productivity andfacilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available atInternational Forum of Educational Technology & Societyis collaborating with JSTOR to digitize,preserve and extend access toJournal of Educational Technology & SocietyThis content downloaded from60.48.42.57 on Sun, 28 Mar 2021 15:04:36 UTCAll use subject to
Siew, P. H. (2018). Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning.Educational Technology & Society, 21(4), 259276.259ISSN 1436-4522 (online) and 1176-3647 (print). This article of the Journal of Educational Technology & Society is available under Creative Commons CC-BY-ND-NC3.0 license (). For further queries, please contact Journal Editors at [email protected]Pedagogical Change in Mathematics Learning: Harnessing the Power ofDigital Game-Based LearningSiew Pei HwaDepartment of Multimedia Design and Animation, Faculty of Creative Industries, Universiti Tunku AbdulRahman, Malaysia // [email protected]ABSTRACTTechnological applications, especially the use of multimedia courseware have become more common intoday’s education, stimulating innovative approaches in teaching and learning. With the growing interest ofintegrating information and communication technologies (ICTs) into learning and teaching, the use ofmultimedia technology and digital games offered an alternate method of instruction. Multimedia objectsplay an important role in the classroom setting because of its ability to provide a virtual environment forlearners to effectively acquire knowledge. This paper presents part of the findings of a research project thatfocused on the advantages of multimedia technology and the benefits of digital game-based learning. Byusing sample lessons from an interactive multimedia courseware called “DigiGEMs,” this paper emphasizesthe use of digital games as a vital tool in mathematics learning. The study sets out to examine if a positive

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