Training of Spatial Abilities with Digital Games: Impact on Mathematics Performance of Primary School Students
- 892 Downloads
The “A me gli occhi project” has been organized to support the development and consolidation of visuospatial abilities in students of the last two years of primary school, with the hypothesis that such a training would have a positive impact on their performance in mathematics. The present paper focuses on the second phase of the project, during which twenty game based training sessions have been organized along the whole school year. Students’ mathematical abilities have been measured at the beginning of the project and at the end using a standardized math test. Results show some improvements in the experimental group compared to the control one, confirming the initial hypothesis.
The authors would like to thank Carlo Chiorri and Ottavia Epifania for their help in the statistical analysis of the collected data. Micòl Arena and Beatrice Crippa for their valuable help working in class with the researcher and the students during the training sessions. Last but not least, all the involved class teachers and students for their heartfelt participation.
- 7.Bottino, R.M., Ott, M., Tavella, M.: Serious gaming at school: reflections on students’ performance. In: Gamification: Concepts, Methodologies, Tools, and Applications: Concepts, Methodologies, Tools, and Applications, vol. 314. IGI Global (2015)Google Scholar
- 14.Bottino, R.M., Ott, M., Tavella, M.: Children’s performance with digital mind games and evidence for learning behaviour. In: Lytras, M.D., Ruan, D., Tennyson, R.D., Ordonez De Pablos, P., García Peñalvo, F.J., Rusu, L. (eds.) WSKS 2011. CCIS, vol. 278, pp. 235–243. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-35879-1_28. ISBN 978-3-642-35878-4CrossRefGoogle Scholar
- 20.Piaget, J., Inhelder, B.: The Child’s Conception of Space. Routledge and Kegan Paul, London (1956). Langdon, F.J., Lunzer, J.L. (Trans.)Google Scholar
- 22.Cornoldi, C., Cornoldi, C., Lucangeli, D., Bellina, M.: AC-MT 6-11. Test di valutazione delle abilità di calcolo e soluzione dei problemi. Gruppo MT. Con CD-ROM. Edizioni Erickson (2012)Google Scholar
- 23.Freina, L., Canessa, A.: Immersive vs desktop virtual reality in game based learning. In: Proceedings of the 9th European Conference on Games Based Learning (ECGBL), Steinkjer, Norway, October 8–9, 2015, pp. 195–202 (2015)Google Scholar
- 25.Ekaputra, G., Lim, C., Eng, K.I.: Minecraft: A game as an education and scientific learning tool. In: 2013 Information Systems International Conference (ISICO) (2013)Google Scholar