The use of games in higher education significantly benefits cognitive, motivational, affective, and sociocultural perspectives. This paper describes a mathematical challenge for first-year STEM students at the “College of Merit Camplus”, located in different cities in Italy from South to Nord, during the autumn of 2020 and 2021. Students in pairs play different puzzler games to reinforce mathematical prerequisites and basic knowledge. Due to the pandemic situation, non-digital games were forced to adjust to the remote environment. On the one hand, moving online was a challenge both from the organisational side and for the students that sometimes need to cooperate from different locations. On the other end, approaching the games remotely allowed students from colleges all around Italy to participate. The work describes and comments on each game in detail, considering the students’ performance. In general, it can be stated that students liked the playful experience, although they found themselves not wholly confident with some topics and the related time restriction. These games, first-of-all helped review and train the basic concepts; therefore, the students have a better approach to studying the first Mathematical course at the University. They found the games’ dynamics helpful in highlighting some simple tricks and common mistakes.

Maths Games without Frontiers / Ballatore, MARIA GIULIA; Damonte, Luca; Tabacco, Anita Maria. - (2023), pp. 642-651. (Intervento presentato al convegno To Be or Not to Be a Great Educator, 2022 tenutosi a Riga nel August 29-31, 2022) [10.22364/atee.2022.43].

Maths Games without Frontiers

Maria Giulia Ballatore;Luca Damonte;Anita Tabacco
2023

Abstract

The use of games in higher education significantly benefits cognitive, motivational, affective, and sociocultural perspectives. This paper describes a mathematical challenge for first-year STEM students at the “College of Merit Camplus”, located in different cities in Italy from South to Nord, during the autumn of 2020 and 2021. Students in pairs play different puzzler games to reinforce mathematical prerequisites and basic knowledge. Due to the pandemic situation, non-digital games were forced to adjust to the remote environment. On the one hand, moving online was a challenge both from the organisational side and for the students that sometimes need to cooperate from different locations. On the other end, approaching the games remotely allowed students from colleges all around Italy to participate. The work describes and comments on each game in detail, considering the students’ performance. In general, it can be stated that students liked the playful experience, although they found themselves not wholly confident with some topics and the related time restriction. These games, first-of-all helped review and train the basic concepts; therefore, the students have a better approach to studying the first Mathematical course at the University. They found the games’ dynamics helpful in highlighting some simple tricks and common mistakes.
2023
9789934360190
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2979044