Skip to main content

Mathematics and Non-School Gameplay

  • Chapter
  • First Online:
Digital Games and Mathematics Learning

Part of the book series: Mathematics Education in the Digital Era ((MEDE,volume 4))

Abstract

This chapter investigates the mathematics in the gameplay of three popular games (Angry Birds, Plants vs. Zombies and The Sims) that are unlikely to be played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded in these games? Can these games be used in/for school mathematics? Issues considered under the first question include: the nature of mathematics and the difficulty of isolating the mathematics in non-school gameplay; players’ strategic actions as mathematical actions; and ‘truth’ and its warrants in different mathematical worlds. Issues considered under the second question include: tensions between curricular expectations and the mathematics that arise in gameplay; and possible changes in gameplay when a game is moved from a leisure to an educational setting.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Note that we use the word gameplay and not games in this question. This reflects an ontological assumption that mathematics, if it exists at all, does not reside in the game itself but in the gameplay.

  2. 2.

    The interested reader should see this paper for details on the research methodology, which produced the interpretations on which we report in this chapter.

  3. 3.

    Strategy, as we shall shortly see, is a problematic term.

  4. 4.

    Cole (1996) can be viewed as a 350-page explication of culture; these six words do not do justice to his considerations.

References

  • Avraamidou, A., Monaghan, J., & Walker, A. (2012). Abstraction through game play. Technology, Knowledge and Learning, 17(1–2), 1–21.

    Article  Google Scholar 

  • Bakar, A., Inal, Y., & Cagiltay, K. (2006). Interaction patterns of children while playing computer games. In E. Pearson & P. Bohman (Eds.), Proceedings of the world conference on educational multimedia, hypermedia and telecommunications (pp. 575–580). Chesapeake: AACE. http://www.editlib.org/p/23067.

  • Bishop, A. (1988). Mathematical enculturation: A cultural perspective on mathematics education. Dordrecht: Kluwer Academic Publishers.

    Book  Google Scholar 

  • Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54(4), 1145–1156.

    Article  Google Scholar 

  • Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21–35

    Article  Google Scholar 

  • Bragg, L. (2006). Students’ impressions of the value of games for the learning of mathematics. In J. Novotná, H. Moraová, M. Krátká, & N. Stehlíková (Eds.), Proceedings of the 30th conference of the international group for the psychology of mathematics education (Vol. 2, pp. 217–224). Prague: PME.

    Google Scholar 

  • Bright, G. W., Harvey, J. G., & Wheeler, M. M. (1985). Learning and mathematics games. Journal for Research in Mathematics Education, Monograph, 1, i–189.

    Article  Google Scholar 

  • Brousseau, G. (1997). Theory of didactical situations in Mathematics. Dordrecht: Kluwer Academic Publishers.

    Google Scholar 

  • Chartier, T. (2012). Frustrated with math? Try angry birds! Huffington Post. http://www.huffingtonpost.com/tim-chartier/frustrated-with-math-try-_b_1581042.html.

  • Chevallard, Y. (1988). On didactic transposition theory: Some introductory notes. Paper presented at the international symposium on research and development in Mathematics. Bratislava, Czechoslovakia.

    Google Scholar 

  • Chuang, T. Y., & Chen, W. F. (2009). Effect of computer-based video games on children: An experimental study. Educational Technology & Society, 12, 1–10.

    Google Scholar 

  • Cole, M. (1996). Cultural psychology: A once and future discipline. Cambridge: Harvard University Press.

    Google Scholar 

  • Dresher, M. (1961). Games of strategy: Theory and applications (No. RAND/CB-149-1). Santa Monica: Rand Corp.

    Google Scholar 

  • Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). The development of attention skills in action video game players. Neuropsychologia, 47(8–9), 1780–1789.

    Article  Google Scholar 

  • Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games (Unpublished doctoral dissertation). IT University, Copenhagen.

    Google Scholar 

  • Gee, J. P., & Hayes, E. R. (2010). Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan.

    Book  Google Scholar 

  • Guevara, E. (Che). (2006). Guerilla warfare. Melbourne: Ocean Press (Original work published 1961).

    Google Scholar 

  • Hershkowitz, R., Schwarz, B., & Dreyfus, T. (2001). Abstraction in context: Epistemic actions. Journal for Research in Mathematics Education, 32(2), 195–222.

    Article  Google Scholar 

  • InThinking Teach Maths. (2013). Angry Birds 2. teach Mathematics: Lessons to look forward to. http://www.teachmaths-inthinking.co.uk/activities/angry-birds.htm.

  • Monaghan, J. (2007). Linking school mathematics to out-of-school mathematical activities: student interpretation of task, understandings and goals. International Electronic Journal of Mathematics Education, 2(2), 50–71. http://www.iejme.com.

    Google Scholar 

  • Moore, C. (2011). The magic circle and the mobility of play. Convergence: The International Journal of Research into New Media Technologies, 17(4), 373–387.

    Google Scholar 

  • National Council of Teachers of Mathematics [NCTM]. (2004). Communicating about mathematics using games. http://standards.nctm.org/document/eexamples/chap5/5.1/.

  • Nisbett, R., Krantz, D., Jepson, C., & Kunda, Z. (1983). The use of statistical heuristics in everyday inductive reasoning. Psychological Review, 90, 339–363.

    Article  Google Scholar 

  • Polya, G. (1945). How to solve it. Princeton: Princeton University Press.

    Google Scholar 

  • Pozzi, S., Noss, R., & Hoyles, C. (1998). Tools in practice, mathematics in use. Educational Studies in Mathematics, 36, 105–122.

    Article  Google Scholar 

  • Qualifications and Curriculum Authority [QCA]. (2007). Programme of study for key stage 3 and attainment targets. London: Qualifications and Curriculum Authority, Crown Copyright.

    Google Scholar 

  • Reiber, L. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations and games. Education and Technology Research and Development, 44, 42–58.

    Google Scholar 

  • Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006). Teaching with games: Using commercial off-the-shelf computer games in formal education. Bristol: Futurelab.

    Google Scholar 

  • Scott, P., Mortimer, E., & Ametller, J. (2011). Pedagogic link-making: A fundamental aspect of teaching and learning scientific conceptual knowledge. Studies in Science Education, 47(1), 3–36.

    Article  Google Scholar 

  • Shell Centre. (1987–1989). Numeracy through problem solving: Design a board game, produce a quiz show, plan a trip, be a paper engineer, be a shrewd chooser. London: Longman.

    Google Scholar 

  • Tall, D. (2004). Thinking through three worlds of mathematics. Proceedings of the 28th conference of the international group for the psychology of mathematics education (Vol. 4, pp. 281–288). Bergen: PME.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Antri Avraamidou .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer Science+Business Media Dordrecht

About this chapter

Cite this chapter

Avraamidou, A., Monaghan, J., Walker, A. (2015). Mathematics and Non-School Gameplay. In: Lowrie, T., Jorgensen (Zevenbergen), R. (eds) Digital Games and Mathematics Learning. Mathematics Education in the Digital Era, vol 4. Springer, Dordrecht. https://doi.org/10.1007/978-94-017-9517-3_2

Download citation

Publish with us

Policies and ethics