Mathematics Education for a New Era: Video Games as a Medium for Learning
Join Keith Devlin in a question and answer session about his math game projects and the new book.
How to join
- Follow this link at the time of the event: http://tinyurl.com/math20event
- Monday, April 11th 2011 we will meet in the LearnCentral online room at 5:00pm Pacific, 8:00pm Eastern time. WorldClock for your time zone.
- Click
"OK" and "Accept" several times as your browser installs the software.
When you see Elluminate Session Log-In, enter your name and click the
"Login" button
- If this is your first time, come a few minutes
earlier to check out the technology. The room opens half an hour before
the event.
All events in the Math 2.0 weekly series:
http://mathfuture.wikispaces.com/events
About the book
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun
aside, video games are the ideal medium to teach middle-school math.
Aimed primarily at teachers and education researchers, but also of
interest to game developers who want to produce videogames for
mathematics education,
Mathematics Education for a New Era: Video Games as a Medium for Learning
describes exactly what is involved in designing and producing
successful math educational videogames that foster the innovative
mathematical thinking skills necessary for success in a global economy.
Keith writes in his
March 2011 MAA column:
One problem with the majority of math ed video games on the market today
that will quickly strike anyone who takes a look, is that they are
little more than a forced marriage of video game technology and
traditional mathematics pedagogy. In particular, the player of such a
game generally encounters the math in symbolic form, often by way of a
transparent screen overlay on top of the gameworld.
But video-game worlds are not paper-and-pencil symbolic representations; they are imaginary
worlds.
They are meant to be lived in and experienced. Putting symbolic
expressions in a math ed game environment is to confuse mathematical
thinking with its static, symbolic representation on a sheet of paper.
It's like the early would-be aviators who tried to fly by building
ornithopters
- machines that added flapping wings to four-wheeled cycles. Those
pioneers confused flying with the only instances of flying which they
had observed - birds and insects. Humans achieved flying only when they
went back to basics and analyzed the notion of flying separately from
the one particular implementation they were familiar with. Similarly, to
build truly successful math ed video games, we have to separate the
activity of
doing mathematics, which is a form of thinking, from its familiar representation in terms of symbolic expressions.