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Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-Based Learning in Mathematics

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Simulation and Gaming in the Network Society

Part of the book series: Translational Systems Sciences ((TSS,volume 9))

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Abstract

Several national and international surveys have showed that a very low percentage of Japanese high school students believe mathematics to be useful in daily life. To rectify this issue, problem-based learning (PBL) was introduced into the Japanese mathematics curriculum. However, it is doubtful whether this change will bring about the intended result. Therefore, we propose to integrate entrepreneurship education into PBL in order to develop an attitude of risk taking by using mathematical ways of viewing and thinking. In this study, we developed a framework for gaming instructional material. Moreover, we conducted a trial lesson to evaluate its effects.

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Acknowledgments

This research was supported by the foundation for the Fusion of Science and Technology (FOST). In addition, we thank Kikuko Harada for giving us useful advice and Kazue Tamada for helping arrange the trial lesson.

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Correspondence to Kohei Numazaki .

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© 2016 Springer Science+Business Media Singapore

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Numazaki, K., Matsuda, T. (2016). Development of Gaming Material and Design Framework for Integrating Entrepreneurship Education into Problem-Based Learning in Mathematics. In: Kaneda, T., Kanegae, H., Toyoda, Y., Rizzi, P. (eds) Simulation and Gaming in the Network Society. Translational Systems Sciences, vol 9. Springer, Singapore. https://doi.org/10.1007/978-981-10-0575-6_10

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