Skip to main content

Lund University Publications

LUND UNIVERSITY LIBRARIES

Matching and mismatching between the pedagogical design principles of a maths game and the actual practices of play

Lindström, Paulina LU ; Gulz, Agneta LU ; Haake, Magnus LU and Sjödén, Björn LU (2011) In Journal of Computer Assisted Learning 27(1). p.90-102
Abstract
The article reports and discusses a long-term qualitative study of forty 8-10 year old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the pedagogical principles that underlie the game and (ii) the playing practice in terms of what actually takes place when students play the math game during regular math lessons. The article discusses indications of matches and mismatches between pedagogical principles and playing practice as they appear in analyses of observations and video recordings.

The result highlights the difficulty of predicting areas in which possible mismatches appear between the intentions of the pedagogues and designers of educational... (More)
The article reports and discusses a long-term qualitative study of forty 8-10 year old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the pedagogical principles that underlie the game and (ii) the playing practice in terms of what actually takes place when students play the math game during regular math lessons. The article discusses indications of matches and mismatches between pedagogical principles and playing practice as they appear in analyses of observations and video recordings.

The result highlights the difficulty of predicting areas in which possible mismatches appear between the intentions of the pedagogues and designers of educational technology, and the actual use of the technology by the students. This also applies to educational materials that have already been pilot tested and used on a smaller scale. We emphasize the need to observe actual use for extensive periods of time, i.e. to go beyond short-time user testing. (Less)
Please use this url to cite or link to this publication:
author
; ; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
design, educational game, pedagogical principle, game playing in practice, math understanding, SoTL
in
Journal of Computer Assisted Learning
volume
27
issue
1
pages
90 - 102
publisher
Wiley-Blackwell
external identifiers
  • wos:000286145900010
  • scopus:78651332307
ISSN
0266-4909
DOI
10.1111/j.1365-2729.2010.00380.x
project
Thinking in Time: Cognition, Communication and Learning
language
English
LU publication?
yes
id
d7eef077-fd07-4c75-8ff6-96cea32311ae (old id 1609669)
date added to LUP
2016-04-01 10:45:03
date last changed
2022-01-26 02:09:40
@article{d7eef077-fd07-4c75-8ff6-96cea32311ae,
  abstract     = {{The article reports and discusses a long-term qualitative study of forty 8-10 year old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the pedagogical principles that underlie the game and (ii) the playing practice in terms of what actually takes place when students play the math game during regular math lessons. The article discusses indications of matches and mismatches between pedagogical principles and playing practice as they appear in analyses of observations and video recordings.<br/><br>
The result highlights the difficulty of predicting areas in which possible mismatches appear between the intentions of the pedagogues and designers of educational technology, and the actual use of the technology by the students. This also applies to educational materials that have already been pilot tested and used on a smaller scale. We emphasize the need to observe actual use for extensive periods of time, i.e. to go beyond short-time user testing.}},
  author       = {{Lindström, Paulina and Gulz, Agneta and Haake, Magnus and Sjödén, Björn}},
  issn         = {{0266-4909}},
  keywords     = {{design; educational game; pedagogical principle; game playing in practice; math understanding; SoTL}},
  language     = {{eng}},
  number       = {{1}},
  pages        = {{90--102}},
  publisher    = {{Wiley-Blackwell}},
  series       = {{Journal of Computer Assisted Learning}},
  title        = {{Matching and mismatching between the pedagogical design principles of a maths game and the actual practices of play}},
  url          = {{http://dx.doi.org/10.1111/j.1365-2729.2010.00380.x}},
  doi          = {{10.1111/j.1365-2729.2010.00380.x}},
  volume       = {{27}},
  year         = {{2011}},
}