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VIRTUAL AND REAL

Li, Yifan (2019) In Diploma work IDEM05 20191
Industrial 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:
author
Li, Yifan
supervisor
organization
alternative title
A TABLET GAME DESIGN FOR IMPROVING KIDS' MATH SKILL
course
IDEM05 20191
year
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}},
}