Abstract
Mathematics learning has become one of the most researched fields in education. Particularly, word or story problem solving skills have been gaining an enormous amount of attention from researchers and practitioners. Within this context, several studies have been done in order to analyze the impact that serious games have on learning processes and, in particular, on the development of word problem solving skills. However, little is known regarding how games may influence student acquisition of the process skills of problem solving. In a first attempt, this theoretical paper deals with word problem solving skill enhancement in second-grade school children by means of a practical educational serious game that addresses general and specific abilities involved in problem solving, focusing on how different parts of a solution effort relate to each other. The serious game is based on Polya’s problem solving model. The emphasis of using the specific model was on dividing the problem solving procedure into stages and the concentration on the essential details of a problem solving process and the relationships between the various parts of the solution.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Roman, H. T. (2004). Why math is so important. Tech Directions, 63(10), 16–18.
Samuelsson, J. (2008). The impact of different teaching methods on students’ arithmetic and self-regulated learning skill. Educational Psychology in Practice, 24(3), 237–250.
Cankoy, O., & Darbaz, S. (2010). Effect of a problem posing based problem solving instruction on understanding problem. Hacettepe University Journal of Education, 38, 11–24.
Su, C., & Cheng, C. (2013). 3D game-based learning system for improving learning achievement in software engineering curriculum. Turkish Online Journal of Educational Technology, 12(2), 1–12.
Chen, Z., Liao, C. C., Cheng, H. N., Yeh, C. Y., & Chan, T. (2012). Influence of game quests on pupils’ enjoyment and goal pursuing in math learning. Educational Technology & Society, 15(2), 317–327.
Harskamp, E. G., & Suhre, C. J. M. (2006). Improving mathematical problem solving: A computerized approach. Computers in Human Behavior, 22(5), 801–815.
Stern, E., & Lehrndorfer, A. (1992). The role of situational context in solving word problems. Cognitive Development, 7(2), 259–268.
Flick, L., & Bell, R. (2000). Preparing tomorrow’s science teachers to use technology: Guidelines for science educators. Contemporary Issues in Technology and Teacher Education, 1(1), 39–60.
Akpan, J. P. (2001). Issues associated with inserting computer simulations into biology instruction: A review of the literature. Electronic Journal of Science Education, 5(3), 1–32.
Klopfer, E., Yoon, S. (2005). Developing games and simulations for today and tomorrow’s tech Savvy Youth. Tech trends. Linking Research & Practice to Improve Learning, 49(3), 33–41.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441–467.
Wouters, P., van Oostendorp, H., ter Vrugte, J., Vandercruysse, S., de Jong, T., & Elen, J. (2017). The effect of surprising events in a serious game on learning mathematics. British Journal of Educational Technology, 48(3), 860–877.
Prensky, M. (2006). Don’t bother me mom, I’m learning!: How computer and digital games are preparing your kids for 21st century success and how you can help!. St. Paul: Paragon House.
Shute, V. J., Rieber, L., & Van Eck, R. (2011). Games and learning. In R. Reiser & J. Dempsey (Eds.), Trends and issues in instructional design and technology (3rd ed., pp. 321–332). Upper Saddle River: Pearson Education.
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88–94.
Brown, D. J., Ley, J., Evett, L., Standen, P. (2011). Can participating in games based learning improve mathematic skills in students with intellectual disabilities? In 1st International Conference on Serious Games and Applications for Health (SeGAH) (pp. 1–9). IEEE.
Lee, J., Luchini, K., Michael, B., Norris, C., Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. In CHI’04 extended abstracts on Human factors in computing systems (pp. 1375–1378). ACM.
Chen, M. P., Ren, H. Y. (2013). Designing a RPG game for learning of mathematic concepts. In IIAI International Conference on Advanced Applied Informatics (pp. 217–220). IEEE.
Chen, H. R., Liao, K. C., Chang, J. J. (2015). Design of digital game-based learning system for elementary mathematics problem solving. In 8th International Conference on Ubi-Media Computing (UMEDIA) (pp. 303–307). IEEE.
Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877–898.
Polya, G. (1945). How to solve it. Princeton: Princeton University Press.
Hepworth, D. H., Rooney, R. H., Rooney, G. D., Strom-Gottfried, K. (2016). Empowerment series: Direct social work practice: Theory and skills. Nelson Education.
Abdullah, N., Halim, L., Zakaria, E. (2014). VStops: A thinking strategy and visual representation approach in mathematical word problem solving toward enhancing STEM literacy. Eurasia Journal of Mathematics, Science & Technology Education, 10(3).
Berch, D. B., Mazzocco, M. M. M. (2007). Why is math so hard for some children? In The nature and origins of mathematical learning difficulties and disabilities. Maryland: Paul H.Brookes Publishing Co.
Johnson, A. (2010). Teaching mathematics to culturally and linguistically diverse learners. Boston: Pearson Education.
Montague, M., & Dietz, S. (2009). Evaluating the evidence base for cognitive strategy instruction and mathematical problem solving. Exceptional Children, 75, 285–302.
Thevenot, C., & Oakhill, J. (2008). A generalization of the representational change theory from insights to non-insight problems; the case of arithmetic’s word problems. Acta Psycologica, 129(3), 315–324.
Hagit, Y., & Anat, Y. (2010). Learning using dynamic and static visualizations: Students’ comprehension, prior knowledge and conceptual status of a biotechnological method. Journal Research in Science Education, 40(3), 375–402.
Polya, G. (1973). How to solve it: A new aspect of mathematical method. Princeton: Princeton University Press.
Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V. (2014). Designing game-based learning environments for elementary science education: A narrative-centered learning perspective. Information Sciences, 264, 4–18.
Ortiz-Rojas, M., Chiluiza, K., Valcke, M. (2017). Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation. In European Conference on Games Based Learning (pp. 507–514). Academic Conferences International Limited.
Karatas, I., & Baki, A. (2017). The effect of learning environments based on problem solving on students’ achievements of problem solving. International Electronic Journal of Elementary Education, 5(3), 249–268.
Yang, E. F., Chang, B., Cheng, H. N., & Chan, T. W. (2016). Improving pupils’ mathematical communication abilities through computer-supported reciprocal peer tutoring. Journal of Educational Technology & Society, 19(3), 157–169.
Chadli, A., Tranvouez, E., Dahmani, Y., Bendella, F., & Belmabrouk, K. (2018). An empirical investigation into student’s mathematical word-based problem-solving process: A computerized approach. Journal of Computer Assisted Learning, 34(6), 928–938.
Wilson, A., Hainey, T., & Connolly, T. M. (2013). Using Scratch with primary school children: An evaluation of games constructed to gauge understanding of programming concepts. International Journal of Game-Based Learning, 3(1), 93–109.
Boyle, E., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., et al. (2015). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94(2), 178–192.
Connolly, T. C., Boyle, E. A., Hainey, T., Macarthur, E., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59, 661–686.
Wu, W. H., Chiou, W. B., Kao, H. Y., Hu, C. H. A., & Huang, S. H. (2012). Re-exploring game-assisted learning research: The perspective of learning theoretical bases. Computers & Education, 59(4), 1153–1161.
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229–243.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398.
Boot, W. R., Simons, D. J., Stothart, C., & Stutts, C. (2013). The pervasive problem with placebos in psychology: Why active control groups are not sufficient to rule out placebo effects. Perspectives on Psychological Science, 8(4), 445–454.
Kristjansson, A. (2013). The case for causal influences of action videogame play upon vision and attention. Attention, Perception, & Psychophysics, 75, 667–672.
Michael, D. R., Chen, S. L. (2005). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade.
Abt, C. C. (1987). Serious games. University Press of America.
Mayo, M. J. (2007). Games for science and engineering education. Communications of the ACM, 50(7), 31–35.
Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An Investigation of the Interrelationships between Motivation, engagement, and complex problem solving in game-based learning. Educational Technology & Society, 17(1), 42–53.
Sanchez, J., Salinas, A., Sáenz, M. (2007). Mobile game-based methodology for science learning. In International conference on human-computer interaction (pp. 322–331). Berlin, Heidelberg: Springer.
Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted learning, 25(4), 332–344.
Schwabe, G., & Göth, C. (2005). Mobile learning with a mobile game: Design and motivational effects. Journal of Computer Assisted learning, 21(3), 204–216.
Sánchez, J., & Olivares, R. (2011). Problem solving and collaboration using mobile serious games. Computers & Education, 57(3), 1943–1952.
Liu, C. C., Cheng, Y. B., & Huang, C. W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education, 57(3), 1907–1918.
Gestwicki, P. V. (2007). Computer games as motivation for design patterns. ACM SIGCSE Bulletin, 39(1), 233–237.
Bayliss, J. D. (2007). The effects of games in CS1-3. In: Proceedings Of Microsoft Academic Days Conference on Game Development in Computer Science Education (pp. 59–63).
Barnes, T., Richter, H., Powell, E., Chaffin, A., & Godwin, A. (2007). Game2Learn: Building CS1 learning games for retention. ACM SIGCSE Bulletin, 39(3), 121–125.
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., et al. (2009). Relationships between game attributes and learning outcomes. Simulation & Gaming, 40(2), 217–266.
Shute, V. J. (2011). Stealth assessment in computer-based games to support learning. Computer games and Instruction, 55(2), 503–524.
Kickmeier-Rust, M. D., Hockemeyer, C., Albert, D., Augustin, T. (2008). Micro adaptive, non-invasive knowledge assessment in educational games. In Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (pp. 135–137). IEEE.
Lester, J. C., Ha, E. Y., Lee, S. Y., Mott, B. W., Rowe, J. P., & Sabourin, J. L. (2013). Serious games get smart: Intelligent game-based learning environments. AI Magazine, 34(4), 31–45.
Conlan, O., Hampson, C., Peirce, N., Kickmeier-Rust, M. (2009). Realtime knowledge space skill assessment for personalized digital educational games. In: Proceedings of 9th IEEE international conference on advanced learning technologies (pp. 538–542). Riga, Latvia.
Conati, C., Maclaren, H. (2009). Modeling user affect from causes and effects. In: G.-J. Houben, G. McCalla, F. Pianesi, M. Zancanaro, (Eds.), Proceedings of the 17th international conference on user modeling, adaptation, and personalization. (LNCS, Vol. 5535, pp. 4–15). Berlin: Springer.
Muñoz, K., Kevitt, P. M., Lunney, T., Noguez, J., & Neri, L. (2011). An emotional student model for game-play adaptation. Entertainment Computing, 2(2), 133–141.
Krutetskii, V. A. (1969). Mathematical aptitudes. Soviet Studies in the Psychology of Learning and Teaching mathematics, 2, 113–128.
Ketelhut, D. J., Nelson, B. C., Clarke, J., & Dede, C. (2010). A multi-user virtual environment for building and assessing higher order inquiry skills in science. British Journal of Educational Technology, 41(1), 56–68.
Fuchs, L. S., & Fuchs, D. (2005). Enhancing mathematical problem solving for students with disabilities. The Journal of Special Education, 39(1), 45–57.
Malone, T. W. (2001). What makes computer games fun? Byte, 6(12), 258–277.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Ke, F. (2011). A qualitative meta-analysis of computer games as learning tools. In Gaming and simulations: Concepts, methodologies, tools and applications (pp. 1619–1665). IGI Global.
de Felix, W., & Johnston, R. T. (1994). Learning from video games. Computers in the Schools, 9(2), 119–134.
Vergnaud, G. (1982). A classification of cognitive tasks and operations of thought involved in addition and subtraction problems. In T. P. Carpenter, J. M. Moser, & T. A. Romberg (Eds.), Addition and subtraction: A cognitive perspective (pp. 39–59). Hillsdale: Lawrence Erlbaum Associates.
Wenger, E. (1987). Artificial intelligence and tutoring systems—Computational and cognitive approaches to the communication of knowledge. Morgan Kauffman publishers, Inc.
Tasso, C., Fum, D., & Giangrandi, P. (1992). The use of explanation-based learning for modelling student behavior in foreign language tutoring. Intelligent tutoring systems for foreign language learning (pp. 151–170). Berlin, Heidelberg: Springer.
Kuzmycz, M., & Webb, G. I. (1992). Evaluation of feature based modelling in subtraction. International conference on intelligent tutoring systems (pp. 269–276). Berlin, Heidelberg: Springer, Heidelberg.
Ohlsson, S. (1994). Constraint-based student modeling. Student modelling: The key to individualized knowledge-based instruction (pp. 167–189). Berlin: Springer, Heidelberg.
Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58.
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82, 61–89.
Acknowledgements
We gratefully thank Karim Khattou and Toufik Achir for their cooperation and contribution to the development of “Tamarin” serious game and for supplying data used in problem information database.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Singapore Pte Ltd.
About this chapter
Cite this chapter
Chadli, A., Tranvouez, E., Bendella, F. (2019). Learning Word Problem Solving Process in Primary School Students: An Attempt to Combine Serious Game and Polya’s Problem Solving Model. In: Tlili, A., Chang, M. (eds) Data Analytics Approaches in Educational Games and Gamification Systems. Smart Computing and Intelligence. Springer, Singapore. https://doi.org/10.1007/978-981-32-9335-9_8
Download citation
DOI: https://doi.org/10.1007/978-981-32-9335-9_8
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-32-9334-2
Online ISBN: 978-981-32-9335-9
eBook Packages: Computer ScienceComputer Science (R0)