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Chapter

Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting

Chapter

Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting

DOI link for Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting

Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting book

Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting

DOI link for Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting

Breaking Barriers between Out-of-School and Classroom Mathematics with Documenting book

BookMobile Learning and Mathematics

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Edition 1st Edition
First Published 2015
Imprint Routledge
Pages 10
eBook ISBN 9781315814346

ABSTRACT

This chapter describes the case study that used learning games for mathematics and presents guidelines for creating mobile learning games for mathematics based on experiences. The guidelines presented in the chapter are based on a case study conducted in Trinidad and Tobago a developing country, where high school students were given the opportunity to use mobile learning for the first time to assist them in improving their mathematics skills. It is followed by a description of the case study in which the design, implementation, methodology and results of MobileMath are briefly presented. The chapter discusses some of the challenges encountered in building mobile games for learning mathematics. Games fit into many learning theories, such as constructivism, experiential learning, problem-based learning and Robert Gagne's theory of learning. Games are a promising medium for learning on a mobile device, and this is shown in the case study that investigated mobile learning for mathematics using games.

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