An Educational Game about Math and Magic

Detalhes bibliográficos
Autor(a) principal: Lemos, Tiago Luís Fernandes
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10362/66166
Resumo: Every year, technology keeps expanding and progressing, which leads to new ideas and new uses of technology in all kinds of areas, and education is no exception. The concept of using games as a mean of education is old, however, due to the recent advances of technology and the creation of videogames, the concept became more popular. With benefits ranging from a deeper understand-ing of the subject taught in the game, to various other skills obtained passively from playing games, educational games are an idea that should be focused on and developed further. Students spend a very big portion of their free time interacting with their phones. Mobile games are a great way to pass the time with little effort and are enjoyable for being simple and fun. However, most of the mobile games have no real educational purpose. Meanwhile, most students struggle with some school subjects and end up losing the motivation to study, which leads to them failing classes or losing important knowledge. Therefore, we decided to create a game that would appeal to them, while also helping them obtain or solidify their math knowledge. We created the game in a way that takes the focus from the educational as-pects, using a unique story, characters and challenges that keep the player enter-tained. With math questions being answered in different ways like leaning the phone one way or another to make the character reach the right answer, drawing the answer to a question on the screen with a finger like a magic spell, or even having a math duel with an evil wizard, the player can have fun while answering them. To help the player learn from their mistakes the game also offers, after they answer a question, a small explanation of what the right answer was and why. The game was found to have a positive effect on the students, creating inter-est and improving their knowledge, and we were able to create a few guidelines to help increase the success of future educational games.
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spelling An Educational Game about Math and MagicMobile gameEducational gameMultiple-choice questionsInter-action MechanismsShape RecognitionAccelerometerDomínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e InformáticaEvery year, technology keeps expanding and progressing, which leads to new ideas and new uses of technology in all kinds of areas, and education is no exception. The concept of using games as a mean of education is old, however, due to the recent advances of technology and the creation of videogames, the concept became more popular. With benefits ranging from a deeper understand-ing of the subject taught in the game, to various other skills obtained passively from playing games, educational games are an idea that should be focused on and developed further. Students spend a very big portion of their free time interacting with their phones. Mobile games are a great way to pass the time with little effort and are enjoyable for being simple and fun. However, most of the mobile games have no real educational purpose. Meanwhile, most students struggle with some school subjects and end up losing the motivation to study, which leads to them failing classes or losing important knowledge. Therefore, we decided to create a game that would appeal to them, while also helping them obtain or solidify their math knowledge. We created the game in a way that takes the focus from the educational as-pects, using a unique story, characters and challenges that keep the player enter-tained. With math questions being answered in different ways like leaning the phone one way or another to make the character reach the right answer, drawing the answer to a question on the screen with a finger like a magic spell, or even having a math duel with an evil wizard, the player can have fun while answering them. To help the player learn from their mistakes the game also offers, after they answer a question, a small explanation of what the right answer was and why. The game was found to have a positive effect on the students, creating inter-est and improving their knowledge, and we were able to create a few guidelines to help increase the success of future educational games.Romão, TeresaCorreia, NunoRUNLemos, Tiago Luís Fernandes2019-04-10T14:19:54Z2018-1220182018-12-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10362/66166enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T04:31:32Zoai:run.unl.pt:10362/66166Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:34:29.191019Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv An Educational Game about Math and Magic
title An Educational Game about Math and Magic
spellingShingle An Educational Game about Math and Magic
Lemos, Tiago Luís Fernandes
Mobile game
Educational game
Multiple-choice questions
Inter-action Mechanisms
Shape Recognition
Accelerometer
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
title_short An Educational Game about Math and Magic
title_full An Educational Game about Math and Magic
title_fullStr An Educational Game about Math and Magic
title_full_unstemmed An Educational Game about Math and Magic
title_sort An Educational Game about Math and Magic
author Lemos, Tiago Luís Fernandes
author_facet Lemos, Tiago Luís Fernandes
author_role author
dc.contributor.none.fl_str_mv Romão, Teresa
Correia, Nuno
RUN
dc.contributor.author.fl_str_mv Lemos, Tiago Luís Fernandes
dc.subject.por.fl_str_mv Mobile game
Educational game
Multiple-choice questions
Inter-action Mechanisms
Shape Recognition
Accelerometer
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
topic Mobile game
Educational game
Multiple-choice questions
Inter-action Mechanisms
Shape Recognition
Accelerometer
Domínio/Área Científica::Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática
description Every year, technology keeps expanding and progressing, which leads to new ideas and new uses of technology in all kinds of areas, and education is no exception. The concept of using games as a mean of education is old, however, due to the recent advances of technology and the creation of videogames, the concept became more popular. With benefits ranging from a deeper understand-ing of the subject taught in the game, to various other skills obtained passively from playing games, educational games are an idea that should be focused on and developed further. Students spend a very big portion of their free time interacting with their phones. Mobile games are a great way to pass the time with little effort and are enjoyable for being simple and fun. However, most of the mobile games have no real educational purpose. Meanwhile, most students struggle with some school subjects and end up losing the motivation to study, which leads to them failing classes or losing important knowledge. Therefore, we decided to create a game that would appeal to them, while also helping them obtain or solidify their math knowledge. We created the game in a way that takes the focus from the educational as-pects, using a unique story, characters and challenges that keep the player enter-tained. With math questions being answered in different ways like leaning the phone one way or another to make the character reach the right answer, drawing the answer to a question on the screen with a finger like a magic spell, or even having a math duel with an evil wizard, the player can have fun while answering them. To help the player learn from their mistakes the game also offers, after they answer a question, a small explanation of what the right answer was and why. The game was found to have a positive effect on the students, creating inter-est and improving their knowledge, and we were able to create a few guidelines to help increase the success of future educational games.
publishDate 2018
dc.date.none.fl_str_mv 2018-12
2018
2018-12-01T00:00:00Z
2019-04-10T14:19:54Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10362/66166
url http://hdl.handle.net/10362/66166
dc.language.iso.fl_str_mv eng
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dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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