Math Computer Games In Preschool Through Elementary School
Introduction
I don’t recall any of my teacher’s math lessons from fourth grade; however, I do have vivid memories of playing Number Munchers. Number Munchers was a fairly simple video game that was similar to Pac Man. In the game, you had to move a little green frog like character around a grid filled with numbers while avoiding monster called Troggles. You earned points and advancement to the next levels by eating all of a certain kind of number such as primes or multiples of 4 that were in the grid. [1] I was obsessed with playing that game during recess and computer time. It was not just me who enjoyed playing the game; there was always a line of students who were waiting for their turn to play the game. Furthermore, often we would watch our friends play the game and shout out advice like “eat the number 49 it is a multiple of 7!” I don’t have any proof that Number Munchers helped me learn math concepts, but like I said I remember playing the game more than any math activities from Elementary School.
Flash forward 20 years and now I am teaching Pre-K. What do my 4 and 5 year old students like to do more than anything else including playing with blocks, going outside, and eating snack? Play on the classroom computer. [2]The big difference though is that for me Number Munchers and similar games were a kind of interesting novelty that had simplistic graphics and game play. Today’s students have been surrounded by an ever expanding array of electronic devices such as laptops, iPads, and smart phones that can run intricate programs and applications that would make Number Munchers look like an ancient artifact. [3]As electronic devices continue to infiltrate all aspects of our life, it stands to reason that the classroom will be no exception. In fact, some have characterized today’s generation of students as “digital natives” as opposed to “digital immigrants” of older generations. (Prensky 2006 p. 27) These new digital technologies and environments have resulted in a new generation that thinks and processes information differently than older generations and may have actually affected the organization of current students’ brains. (Prensky 2006 p. 28) Thus, we must examine how effective computer games are in teaching school curriculum. In the following paragraph I will review the research of the efficacy of computer based instruction with a particular focus on mathematics instruction in Elementary School.
An Overview Of
Video Games and Learning
In video games[4], the words playing and learning are pretty much synonymous. A player can not advance to the next level or challenge of a game without first learning and mastering how to play the game. In some ways all learning is learning how to play the game. Math, Biology, Literacy Et. Al. are all like different kinds of games with different rules and goals. In addition, most games are very long and have a challenging level of difficulty and yet still manage to get players engaged. (Gee 2007 p.7) Thus, I think it important that we look at why games in general are able to hold player’s interests even when they difficult in order to have a baseline understanding of game design and how it might later relate to our more specific look into the games designed to build mathematical knowledge and skills. There are many principals of learning built into good video games such as customization, taking on a new identity, well ordered problems, being pleasantly frustrating, information given at the time when it will be put in use, and using skills as a strategy to accomplish a larger goal. (Gee 2004) Now that we have established a parallel between playing video games and learning, let’s look specifically at video games and their potential in mathematics instruction. [5]
What Does
Mathematics Look Like in Elementary Schools?
Mathematics is obviously a very broad academic discipline. Before we look at the efficacy of computer games in math Elementary School math instruction, it is important that we narrow the scope of the term “mathematics” to the type of mathematics that students will most likely encounter in an Elementary School setting. The Massachusetts Department of Education has detailed frameworks for the mathematical knowledge and skills Elementary Schools students are expected to have. Below, I have listed a few examples from Massachusetts state standards for Elementary School Mathematics: (the first letter/number represents the grade as in K for Kindergarten and 2 for Second Grade)
·
K.N.1 Count by ones to at least
20. :
· K.N.2 Match quantities up to at least 10 with numerals and words
·
2.N.3 Identify and represent
common fractions (1⁄2, 1⁄3, 1⁄4) as parts of wholes, parts of
groups,
·
and numbers on the number line. :
·
2.N.4 Compare whole numbers using
terms and symbols, e.g., less than, equal to, greater than
(<,
=, >). :
·
2.N.5 Identify odd and even
numbers and determine whether a set of objects has an odd or even
number
of elements. :
·
4.N.10 Select and use appropriate
operations (addition, subtraction, multiplication, and
division)
to solve problems, including those involving money. l
·
4.N.11 Know multiplication facts
through 12 ´ 12 and related division facts.
Use
these facts to solve related multiplication problems and compute (Driscoll
2000)
There have been many games that have been created in order to teach the knowledge and skills that go into meeting the standard in Elementary School mathematics. Now I will look at some of those specific games effectiveness
Review Of The Research On Math Based Computer Games Efficacy
Two
researchers Din and Calao conducted a study on the Sony Playstation video game
series called Lightspan which were educational video games marketed to schools.
The study was conducted using a group of urban kindergarten who were all from
lower from families with lower socioeconomic status. The students were divided into experimental
and control groups. (24 students in the experimental and 23 in the control) The
students in the both groups received the same curriculum with the exception of
the students in the experimental group playing the Lightspan games for 40
minutes a day, 5 days a week, for 11 weeks, and being given a copy of the
Lightspan game to play at home. (Din, F., & Cakao, J. 2001) The students
were given pre and post-tests in order to determine the effects if any of the
experimental group playing the Lightspan games. The results of the study showed
that students in the experimental group made gains that were only slightly
higher than the control group in the mathematics post-test. The slightly higher
gains were considered statistically insignificant by the researchers. In
addition, a post-test done on reading skills did show statistically significant
improvements for students who used the Lightspan games. (Din, F., & Cakao,
J. 2001) This last fact about the different result for reading and math skills
could have been the result of a number of factors. 1. That something about
mathematics does not translate well to learning via video games 2. The
Lightspan games may have been more effectively designed when it came to reading
instruction vs. mathematical instruction.
3. The students may not have had the background knowledge or
developmental maturity to learn the new mathematical skills the Lightspan games
intended to teach. There have not been enough other studies regarding Lightspan
to determine which factor led to the divergent results, but looking at other
studies regarding video games mathematical
instruction will help us find if this was a peculiarity regarding light span,
or a general trend of video games not helping mathematical understanding.
A
different video game program called Skills Arena was specifically designed for
Nintendo’s Game Boy Advanced hand held video games system. The program uses
classic math drills where students have to answer addition and subtraction
problems in order to receive points in the game. Before solving the problems,
players create a character to represent them in the game and their character
competes for points in the game against computer based characters. Each
computer based character is at a different level of difficulty. Players in the
game are given both instant feedback regarding if they answered a problem
correctly and long term feedback that shows the cumulative progress of their digital
character for all the matches. (Lee, J, Luchini, K et al 2004) In the study,
the Skills Arena game was given to students in second grade classroom in a
middle class Michigan city for 19 days. No formal instruction was given to
teachers as to how to incorporate the game into the classroom which resulted in
the game being used 10 minutes each day as part of a math lesson to being used
as a reward to students who finished their assignments. Teachers and the
researchers observing the class reported the students seemed to have little
trouble using the game, would often help out another student who was having
difficulty with an aspect of the game, that it was easy for the teacher to
oversee use of the game, and that the students seemed engaged by the game and
the ability to create their own character in the game. In addition, by adding the Skills Arena game
to the classroom, the students solved 3 times as many math problems per day
compared to normal classroom curriculum.
(Lee, J, Luchini, K et al 2004) All of those anecdotal and qualitativ results seem positive; however the study did
not provide any real hard data regarding outcomes on things like standardized
tests, grades, or other assessments of mathematical ability.
On
the other hand, The University of Michigan also did a study regarding Skills
Arena’s effectiveness that did provide some quantitative data. In that study of
third graders, students were put into 2 groups with one group playing Skills
Arena for five weeks and the other group using mathematical flash cards
designed to teach the same skills during the same time period. Pre and
Post-tests were conducted in this study; average and higher scoring students
preformed 7% better on the post test when they had been playing Skills Arena
vs. the Flash Card group. Moreover, students who scored as low performing on
the pre-tests scored 11% better when they used the Skills Arena game vs. flash
cards. (Norris, C. 2005) This suggests video game based learning such as Skills
Arena may be especially effective for struggling students. On the other hand,
this study only measured Skills Arena vs. Flash Card based instruction. Hence,
further study of Skills Arena’s effectiveness as compared to other pedagogical
techniques to determines if a game like Skills Arena should be considered “best
practice” in math instruction.
So
far this paper has reviewed the research about the efficacy of video game based
math instruction as it relates to students who fall into the normative range of
mathematical ability. There are some games that are specifically designed to
help students who fall under the spectrum of being diagnosed with dyscalculia.
We will now focus on a study looking at one such game called The Number Race.
(Wilson, Revkin Et. Al. 2006) For the
study, 13 students who had mathematical learning disabilities consistent with
dyscalculia were selected. Students in the study were given a battery of pre
and post math tests including The TEDI-Math Test and The Mandler and Shebo
test. Students played The Number Race game for a half an hour for 4 days a week
for 10 weeks. From the Pre to Post tests students made significant improvements
in area of numerical cognition like subtraction and number comparison. (Wilson,
Revkin Et. Al. 2006) This study was again positive in terms of benefits for
video game based math instruction. But again, there were things to temper the
excitement of the benefits. For one, the study did not feature a control group
which did not allow us to see if the gains could have been a result of
traditional classroom instruction or if some other type of remediation for
dyscalculia would have been even more effective in helping improve student
performance.
All
the previous studies looked at video game based learning as a supplement to
traditional mathematical instruction. Another possible way to use computer
games in the classroom is as a replacement for traditional paper and pencil
math based instruction. The following study examines game based instruction called
ASTRA EAGLE vs. traditional paper and pencil instruction for 5th
graders in a rural school district in Pennsylvania. Nearly 500 students
participated in the study with a large variety in terms of mathematical ability
and socioeconomic status. Students were randomly assigned to 3 different
experimental and control groups and were given GSAT, ATMI, and Jr. MAI as pre
and post tests. The study lasted for 4 weeks where students either were put
into the game or pencil and paper group for 45 minutes mathematics instruction
sections two times a week. The 3 different video game based groups played three
different version of the games with one being cooperative, one competitive, and
one individualistic. The 3 pencil and paper groups were also broken into goal
structures of cooperative, competitive, and individualistic. (Fe 2008) The
study did not find any significant difference in post test outcomes for
students who participated in the video game based instruction vs. the
corresponding pen and pencil based instruction. However, self reported student
surveys stated that the students who played the games were more motivated than
those doing the pen and pencil tasks. This led to the researching suggesting
that better designed video games may be needed in order to take advantage of that
extra motivation. (Fe 2008)
Conclusions
Looking
at all the aforementioned studies as a whole, the research regarding video game
math learning appears to be mixed. Part of this may be due to the fact that it
may be difficult to generalize the efficacy of computer based math instruction
because there seems to be great variation in the types of games and their
depth. Other issues in terms of implementing video game based learning into
educational curriculum also abound. An example of this is teachers comfort with
using new technology and games in the classroom. A study which surveyed
teachers in the United States and China regarding their comfort using
technology like computer/video games in the classroom found that teacher in the
United States were not that comfortable as a whole especially compared to their
counterparts in China. This might be related to Prensky’s “digital native” and
“digital immigrant” paradigm that was quickly touched upon in the introduction.
That paradigm points out that most teachers and parents are “digital
immigrants” who often don’t believe that video games or T.V. can be valuable
educational experiences because they did not grow up learning that way as
compared to the “digital natives” who are used to instant feedback, being networked
with their peers, and gathering information on their own. (Presnky 2006 p.
30)
Another
factor that should be considered is that the most cited studies regarding video
game based education span the last decade. Video Game technology improves at a
rapid pace and we most likely need studies of more modern games to see if
improvements in game design might correlate with improvements in student’s
outcomes. With this new technology come higher costs. The average commercial
video game that is developed costs between 18 and 28 million dollars. (Crossley
2010) These commercial games usually provide better graphics, more ways to
interact with peers, and overall deeper game play than the more simplistic
video games that one’s sees in the classroom such as most of the games in the
studies from earlier in this paper. If are to fully realize the learning
potential of educational video games, we either need to create curriculum based
games that are complex and well made as commercial based games and or figure out
ways to use commercial based games to supplement traditional education
curriculum.
Additional Information: Links To
Math Video Games
If you are interested in learning
more about video games designed to teach mathematical concepts, why not do some
first-hand research and play some? The following is a collection of links to
popular websites with math related video games along with a few notes about
each site:
1. http://pbskids.org/games/math.html
This is the section of the popular website pbskids.org that has math related video games. The games seem to gear to the children ages 2 to 5 and revolve around things like shape recognition and counting with both written and spoken instructions about how to play the game for the child as they play. The games feature characters like Curious George and Clifford which the children most likely will be familiar with which may help engage the children in the game.
2. http://www.mathplayground.com/games.html
The mathplayground.com website features games that deal with a wide range of mathematical concepts from basic counting all the way up to algebra. Many of the games like Scale Factor X are a mixture of games that are similar to video games like the old Super Mario games for the Nintendo Systems from the 1980/90s that also have added on aspects them to explicitly teach math problem solving skills. For example, in the Scale Factor X (http://www.mathplayground.com/ScaleFactorX/GameLoader.html) game, you must create a fuel for space ships and robots by combining ingredients in the correct mathematical ratio.
3. http://www.prongo.com/lemon/game.html
In this game you have to solve math problems in the context of running a lemon aid stand. The math is mostly geared to the middle Elementary School grades with things like multiplication of single digit numbers and addition/subtraction.
4. http://www.arcademicskillbuilders.com/games/
This website features math games with simplistic graphics and game play. Many of the games are racing games and your car or character moves faster the faster you answer the math questions that appear on screen. You can play race against the computer in the game or race against friends or anyone else who happens to be online playing the game at the same time.
5. http://www.aplusmath.com/games/index.html
This website takes traditional games like Bingo and Memory and adds mathematical components to them. For example, you will have to solve a division or multiplication problem in order to know which square you can cover in the bingo game.
Works Cited
Crossley, R. (2010, January 11). Study:
average dev costs as high as $28m. Retrieved from
www.develop-online.net/news/33625/Study-Average-dev-cost-as-high-as-28m
Din, F., & Cakao, J. (2001). The effects of playing
educational video games on kindergarten achievement . Child
Study Journal , 31(2), 95-104
Driscoll , D. Massachusetts Department of Education , (2000).Massachusetts mathematics curriculum framework. Malden, Ma: www.doe.mass.edu/frameworks/math/2000/final.pdf
Fe, Fengfeng. (2008). Computer games application within
alternative classroom goal structures: cognitive, metacognitive, and affective
evaluation.Education Tech Research Dev, 56, 539-556.
Gee, J.P. (2005). Learning by design: good video games as
learning machines . E-Learning , 2(1), 1-12.
Gee, J.P. (2007). What
video games have to teach us about learning and literacy . New
York: Palgrave Macmillan.
Lee, J, Luchini, K, Michael, B, & Soloway, E. Norris,
C (2004). More than just fun and games: assessing the value of educational
video games in the classroom. CHI
2004, (2004),
1375-1378.
Norris , C. (2005). Scientifically-based
research snapshot: math skills. Unpublished manuscript, University of Michigan, Ann Arbor , Michigan .
Retrieved from www.goknow.com/sbr/GoKnow%20Study%20Snapshots.pdf
Prensky, Marc. (2006). Don't
bother me mom-I am learning. St Paul, MN: Paragon House.
Wilson , A.J , Revkin , S.K. , Cohen, David , &
Dehaene, S. (2006). An open trial assessment of "the number race", an
adaptive computer game for remediation of dyscalculia. Behavioral
and Brain Functions , 2(20), 1-12
Wu, Zhonghe . (2009). Comparison study of teachers'
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[1] Here is a link to a youtube video of Number Munchers Game Play: http://www.youtube.com/watch?v=xxw6tUMlhD8&feature=related
[2] Particularly a game called Transition Math: http://www.amazon.com/School-Zone-Transition-Math-Grades/dp/B00005BIS1
[3] An updated version of Number Munchers can still be bought for the iPhone: http://itunes.apple.com/us/app/number-munchers/id341982973?mt=8
[4] I will use the term “video games” for the rest of this paper to mean all electronic games that can be played on actual computers, video game consoles like Xbox or Play station, and other devices such as smart phones and iPads.
[5] I partly choose to specifically look at mathematics instruction because my grad school focus is Language and Literacy and I wanted to delve into a different area.


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