Student engagement through interactive and immersive games
Research shows that many secondary school students have various challenges learning mathematics. Mathematics is often viewed as a difficult and tedious subject to learn. Electronic games and technology can address these challenges. For example, interactive and immersive games can engage students and provide them with effective instruction. Past research has shown that these games and technology can improve students’ problem solving and algebraic skills, reasoning abilities, geometry skills and arithmetic skills.
This presentation will provide examples of software, electronic games and classroom activities employed to teach mathematics in secondary schools which have a high level of student engagement. A demonstration of some of these tools will also be provided.
Bio:
Priscilla Bengo received her PhD from the Ontario Institute for Studies in Education (OISE), University of Toronto in Mathematics Education. She has taught mathematics and economics at the post-secondary level. Her research interests are mathematics education, technology supported learning and educational change.