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Sökning: WFRF:(Ottosson Torgny 1954 ) > (2015-2019) > Fingu—A Game to Sup...

Fingu—A Game to Support Children’s Development of Arithmetic Competence: Theory, Design and Empirical Research

Holgersson, Ingemar (författare)
Barendregt, Wolmet (författare)
Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Linnécentret for forskning om lärande (LinCS),Department of Applied Information Technology (GU),The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS)
Emanuelsson, Jonas, 1962 (författare)
Gothenburg University,Göteborgs universitet,Institutionen för didaktik och pedagogisk profession,Linnécentret for forskning om lärande (LinCS),Department of Pedagogical, Curricular and Professional Studies,The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS)
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Ottosson, Torgny, 1954 (författare)
Rietz Leppänen, Elisabeth (författare)
Gothenburg University,Göteborgs universitet,Institutionen för pedagogik, kommunikation och lärande,Linnécentret for forskning om lärande (LinCS),Department of Education, Communication and Learning,The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS)
Lindström, Berner, 1947 (författare)
Gothenburg University,Göteborgs universitet,Linnécentret for forskning om lärande (LinCS),Institutionen för pedagogik, kommunikation och lärande,The Linnaeus Centre for Research on Learning, Interaction, and Mediated Communication in Contemporary Society (LinCS),Department of Education, Communication and Learning
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 (creator_code:org_t)
Springer, 2016
2016
Engelska.
Ingår i: International Perspectives on Teaching and Learning Mathematics with Virtual Manipulatives. - : Springer. - 9783319327181 ; , s. 123-145
  • Bokkapitel (refereegranskat)
Abstract Ämnesord
Stäng  
  • This chapter aims at describing research on Fingu, a virtual manipulative housed in a game environment, which is designed to support young children’s learning and development of number concepts and flexible arithmetic competence. More specifically Fingu targets the understanding and mastering of the basic numbers 1–10 as part-whole relations, which according to the literature on early mathematics learning is critical for this development. In the chapter, we provide an overview of the theoretical grounding of the design, development and research of Fingu as well as the theoretical and practical design rationale and principles. We point out the potential of Fingu as a research platform and present examples of some of the empirical research conducted to demonstrate the learning potential of Fingu. Methodologically, the research adopts a design-based research approach. This approach combines theory-driven design of learning environments with empirical research in educational settings, in a series of iterations. In a first series of iterations, a computer game—the Number Practice Game—was designed and researched, based on phenomenographic theory and empirical studies. In a second series of iterations, Fingu was designed and researched, based on ecological psychology in a socio-cultural framing. The design trajectory of NPG/Fingu thus involves both theoretical development and (re)design and development of specific educational technologies.

Ämnesord

SAMHÄLLSVETENSKAP  -- Utbildningsvetenskap -- Lärande (hsv//swe)
SOCIAL SCIENCES  -- Educational Sciences -- Learning (hsv//eng)

Nyckelord

Number sense; iPad; game

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