VIRTUAL AND REAL
(2019) In Diploma work IDEM05 20191Industrial Design
- Abstract
- According to the statistics from Programme
for International Student Assessment (PISA)
and Trends in International Mathematics
and Science Study (TIMSS), a continuously
declining trend is showed in Swedish kids'
mathematical performance during recent years.
In comparison with other OECD countries, the
mathematical literacy of 15-year-old students
in Sweden is almost below average. So more
and more people start to doubt about Swedish
math education system.
Nowadays, tablets appear commonly as
teaching tools in schools and we accept digital
tools better and better in teaching and learning.
Scientific EdTech, a startup in the field of
educational gaming industry, aims to create a
brand new tablet game to... (More) - According to the statistics from Programme
for International Student Assessment (PISA)
and Trends in International Mathematics
and Science Study (TIMSS), a continuously
declining trend is showed in Swedish kids'
mathematical performance during recent years.
In comparison with other OECD countries, the
mathematical literacy of 15-year-old students
in Sweden is almost below average. So more
and more people start to doubt about Swedish
math education system.
Nowadays, tablets appear commonly as
teaching tools in schools and we accept digital
tools better and better in teaching and learning.
Scientific EdTech, a startup in the field of
educational gaming industry, aims to create a
brand new tablet game to improve the first to third
graders' basic mathematical abilities. I joined their
team as a 2D and concept artist. So I mainly paid
attention to game design, including background,
visual apprearance, game logic, and interaction
logic.
The experiment the team did about traditional
teaching and tablet teaching showed the potential
of gamification in education. And the result of the
survey about children's preference of the game
art style reflected the change of their aesthetics.
Through analyzing the existing educational games,
we realized the current games cannot be a reliable
way of teaching math. So there is an opportunity to
make an ideal mathematical game.
The outcome of the project would be an
educational tablet game, which aims to
create an appealing virtual world to stimulate
children's enthusiasm for learning math and
improve their mathematical performance
in reality. The project tries to influence the
digitization in the right direction together with
the teachers and innovate in backward teaching
methods and give both teachers and students a
better experience. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/8994169
- author
- Li, Yifan
- supervisor
- organization
- alternative title
- A TABLET GAME DESIGN FOR IMPROVING KIDS' MATH SKILL
- course
- IDEM05 20191
- year
- 2019
- type
- H2 - Master's Degree (Two Years)
- subject
- publication/series
- Diploma work
- report number
- ISRN: LUT-DVIDE/ EX--19/50446-SE
- other publication id
- ISRN
- language
- English
- id
- 8994169
- date added to LUP
- 2019-09-04 16:06:47
- date last changed
- 2019-09-04 16:06:47
@misc{8994169, abstract = {{According to the statistics from Programme for International Student Assessment (PISA) and Trends in International Mathematics and Science Study (TIMSS), a continuously declining trend is showed in Swedish kids' mathematical performance during recent years. In comparison with other OECD countries, the mathematical literacy of 15-year-old students in Sweden is almost below average. So more and more people start to doubt about Swedish math education system. Nowadays, tablets appear commonly as teaching tools in schools and we accept digital tools better and better in teaching and learning. Scientific EdTech, a startup in the field of educational gaming industry, aims to create a brand new tablet game to improve the first to third graders' basic mathematical abilities. I joined their team as a 2D and concept artist. So I mainly paid attention to game design, including background, visual apprearance, game logic, and interaction logic. The experiment the team did about traditional teaching and tablet teaching showed the potential of gamification in education. And the result of the survey about children's preference of the game art style reflected the change of their aesthetics. Through analyzing the existing educational games, we realized the current games cannot be a reliable way of teaching math. So there is an opportunity to make an ideal mathematical game. The outcome of the project would be an educational tablet game, which aims to create an appealing virtual world to stimulate children's enthusiasm for learning math and improve their mathematical performance in reality. The project tries to influence the digitization in the right direction together with the teachers and innovate in backward teaching methods and give both teachers and students a better experience.}}, author = {{Li, Yifan}}, language = {{eng}}, note = {{Student Paper}}, series = {{Diploma work}}, title = {{VIRTUAL AND REAL}}, year = {{2019}}, }