|
THE
FIELDS INSTITUTE FOR RESEARCH IN MATHEMATICAL SCIENCES
FIELDS
MATHED FORUM MEETING AGENDA
Theme:
Games for Learning
November
30, 10am-2pm
Fields
Institute, 222 College Street, Toronto
|
|
|
|
Morning Program
10:00-10:10 am Reports: OAME, OMCA, OCMA, CMESG, CMS, and other.
10:10 am Matt Dunleavy (Radford University, VA):
Mobile Interactive Games to Enhance Learning.(slide
presentation)
Abstract: The purpose of the Mobile Innovation Learning Lab (MILL),
formerly known as the GAMeS Lab (http://gameslab.radford.edu/),
is to design interactive learning applications (apps) that are
used on mobile technologies such as smart phones and tablets to
increase K-12 student achievement in high need STEM areas. With
previous funding from the National Science Foundation (NSF) and
the Virginia Department of Education, the MILL has established
a successful track record in designing award-winning K-12 mobile
apps. In collaboration with local and state partners, the MILL
has developed 20 Standards of Learning-aligned apps that have
been downloaded over 200,000 times from seven different countries.
Three of these K-12 apps (i.e., Freddy Fraction, Fraction Factory,
and Governomics) have received awards from the 2009 and 2010 Virginia
Mobile Learning Apps Development Challenge (http://www.lwbva.org/applications.cfm).
In 2011, the MILL director, Dr. Matt Dunleavy, received the Innovative
Educator of the Year award from the Virginia Society for Technology
in Education (VSTE) for his work in this area. This presentation
will explore how interactive mobile games and augmented reality
can be used to enhance learning across the curriculum.
Bio - Dr. Matt Dunleavy is an Assistant Professor in Instructional
Technology at Radford University in Virginia. From 2006 to 2007,
he was a postdoctoral fellow in learning technologies at the Harvard
Graduate School of Education and the director of the Handheld
Augmented Reality Project (HARP). Dr. Dunleavy received his Ph.D.
in Educational Research, Statistics, and Evaluation at the University
of Virginia, where he focused on the impact of ubiquitous computing
on student learning and the classroom environment. Prior to completing
his formal education, he lived overseas teaching English as a
Second Language in Cameroon, Central Africa as a Peace Corps volunteer
and then independently in Taiwan, Republic of China. He has been
the principal investigator on a National Science Foundation grant
and a Virginia Department of Education grant (http://gameslab.radford.edu/)
totalling $2.2 million, both of which explored how mobile technology
and augmented reality can be used to improve academic and socio-cultural
skills for K-16 school students. In addition, Dr. Dunleavy is
a co-founder of an augmented reality development company called
MoGo Mobile Inc. (http://playfreshair.com/).
11:00 am Laura Broley (Université de Montréal),
Chantal Buteau & Eric Muller (Brock University):
E-Brock Bugs: A New Free Online Math Computer Game for the Development
of Mathematical Thinking-Integrating Probability concepts in MDM4U.(slide
presentation)
Abstract: E-Brock Bugs© (www.brocku.ca/mathematics/e-brock-bugs-game)
is a free online educational computer game that seeks to have
players learn about basic probability concepts in a personalized,
interactive, animated and fun way. After selecting one of six
possible in-game identities, players of E-Brock Bugs begin their
journey to save Bug City from an evil band of Bullies who are
controlled from afar by the all powerful Dr. P. To do this, players
must work their way through six different districts, each of which
entails a new environment, probabilistic game and Bully. Along
the way, they meet an interesting cast of characters, including
their guide, Bugzy, and Smarty, the extremely intelligent bug
who has developed the theory behind each Bully's scheme. E-Brock
Bugs was designed and implemented keeping in mind the principles
of an epistemic computer game (Devlin, 2011), and with the goal
that players will develop their ability to think mathematically,
either independently or with the aid of prompts.
In this presentation, we will first briefly talk about the 'Bugs'
evolution, from a board game created in the 1980's and widely
distributed to math school teachers in the 1990's, passing through
a Learning Object project, to a computer game recently launched
on October 24, 2013. Incorporated in this evolution is a persistent
attention to the student's transition from a math game to the
mathematics involved, and we will indicate how the transition
has been handled in the three different media. Following this
introduction we will provide a brief summary of Devlin's (2011)
ideas about the use of video games for the development of mathematical
thinking. We will then get to the main part of the presentation:
a demonstration of E-Brock Bugs and discussion about the implementation
of Devlin's design principles, which supports, we suggest, the
epistemic character of the game.
Devlin, K. (2011). Mathematics education for a new era: Video
games as a medium for learning. Natick, Massachusetts: A K Peters,
Ltd.
E-Brock Bugs© Laura Broley, Chantal Buteau, Eric Muller,
2013.
Bio - Laura Broley: Laura Broley is currently pursuing
an M.Sc. in mathematics at the University of Montreal, where she
is supported by SSHRC funding for research in mathematics education.
She recently graduated from the Mathematics Integrated with Computers
and Applications program at Brock University. During her final
year of her undergraduate degree, she designed and implemented
a free online mathematics computer game entitled E-Brock Bugs©,
in which all of the graphics and other design elements are original
works produced by her. For Laura's academic and extracurricular
achievements during her time at Brock, including the dedication
of hundreds of hours to volunteer work as an executive member
of the Brock Leaders Citizenship Society, she was awarded the
Governor General's Silver Medal, Spirit of Brock Medal and Dean's
Medal upon graduation.
Bio - Chantal Buteau: Chantal is Associate Professor in
the Department of Mathematics & Statistics at Brock University.
Since she joined Brock in 2004, she progressively got involved
in mathematics education while continuing her mathematics research
work in mathematical music theory. Chantal has mainly focused
her education work around the use digital technology for mathematics
learning and teaching, university mathematics education, and mathematics
teacher education. As part of a collaborative project with educators,
she has investigated Canadian mathematicians' practices of Computer
Algebra System use in their teaching. Chantal has been actively
promoting education within her department by supervising Honours
and Master projects in math ed, hosting a math ed seminar series,
and creating a Technology and Mathematics Education course.
Bio - Eric Muller: Eric was one of the founders of the
Department of Mathematics & Statistics at Brock University
where he is now Professor Emeritus. He developed the service courses
and the BSc/BEd program. Starting early in the 1970s he spearheaded
the integration of technology in mathematics education and this
resulted in the Department's 2002 core MICA program. Eric has
published widely in areas of applications of mathematics and in
mathematics education. He was an active member of OAME (appointed
Life Member) and OMCA, and received the Michael Smith NSERC award
for Science Promotion. Eric was one of the developers of the Fields
Math Ed Forum.
12:00 pm - 1:00 pm LUNCH BREAK
(Light refreshments provided)
1:00 pm Jennifer Jenson (York University):
Ludic Epistemologies?: Learning and Digital Gameplay.
Abstract: For some time now, educators and educational theorists
have worked hard to identify as well as embrace the pedagogical
benefits of digitally-mediated play. Millions of dollars have
been spent, and much ink spilt, towards exploring how we can
best use digital games to mobilize educational and/or curricular
content in new and playable ways. Given that the majority of
educational games continue to be neither particularly educational
nor, for that matter, playable, this talk explores the following
questions: Do we really know how to think about 'content' in
relation to educational games? What if educational game designers
were less concerned with using play to 'sugar coat' conventional
textbook-style forms of content, and more concerned with building
games where content is not propositionally (like in Math Blaster)
or even textually organized, but is instead spread across characters,
narratives, tasks, and game mechanics? To explore these questions,
this presentation will overview the field of educational gaming,
showing the missteps and conceptual pitfalls that arise when
we think of educational content as something we can put 'into'
games. Instead, looking to commercial games, we can see that
learning happens best when players are voluntarily immersed
in worlds that are fair, interesting, and a little bit dangerous,
and where players don't have to be themselves, as we always
demand they be in education, but can take on powerful new identities
and abilities.
Bio- Dr. Jennifer Jenson is Professor of Pedagogy and
Technology in the Faculty of Education, and the Director for
the Institute on Learning Technologies at York University. She
has been designing and developing digital games and playful
environments for education for the past 15 years, and has published
on digital games and learning and gender and gameplay.
1:40 pm General Discussion: The audience is invited to talk
about computer games they use in their teaching and learning.
2:00 pm Adjournment
Back to MathEd Forum Page
|
|