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Playing with Representations: How Do Kids Make Use of Quantitative Representations in Video Games?
Author(s) -
Tom Satwicz,
Reed Stevens
Publication year - 2008
Publication title -
international journal of computers for mathematical learning
Language(s) - English
Resource type - Journals
eISSN - 1573-1766
pISSN - 1382-3892
DOI - 10.1007/s10758-008-9138-2
Subject(s) - artifact (error) , set (abstract data type) , perception , game mechanics , video game , ethnography , period (music) , mathematics education , educational technology , multimedia , psychology , computer science , human–computer interaction , sociology , artificial intelligence , physics , neuroscience , anthropology , acoustics , programming language
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own games at home. The data set is composed of video recordings and artifact-based interviews. The concept of disciplined perception is used to understand how quantities are coordinated during game play. The current study shows young people using quantities in games to make predictions and organize their actions based on those predictions. Some ideas based on the study’s findings for using video games in school are discussed.

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