This paper presents experiences in introducing gamification to digital lessons for students mathematics learning in lower primary school. The study was conducted in a second and third grade primary school in Croatia where students (N=59) used tablet computers for a variety of gamified learning activities. Gamification algorithms and extensions were designed and integrated in digital lessons to improve young learners motivation and engagement in math learning. This paper presents preliminary experiences in applying gamification in lower-primary school mathematics learning and further explores how the gamification strategy influenced the level of student learning interest. The results show that gamification allows students to sustain more interest compared to the non-gamified approach to learning with digital resources.
Contribution: Understanding pupils’ conceptualization of robots and programming can help teachers to avoid a disconfirmation experience by selecting more appropriate educational tools, robot designers in improving the robot design, and researchers in further improvement of the field. Background: Human–robot interaction (HRI) is affected by the actual but also expected robot’s appearance and capabilities. Multiple factors, such as age, gender, media exposure, ICT exposure, or culture, influence mental models regarding robots; therefore, it is important to investigate those for a specific cohort in the designated geographical area. Research Questions: The mental models regarding robots and programming, and the way they are possibly biased by popular culture, exposure to ICT or parental influence were studied. Research questions concerned cognitive elements of mental models, namely, definitions and knowledge of robots, and programming and how those progress in time. Also, the research studied a figurative aspect of mental models regarding robots, with a focus on anthropomorphic features. Methodology: To research the influence of the short-term HRI, four classes of eight to nine years old elementary school pupils were included in a workshop where pre and postquestionnaires were used as research instruments. Besides pupils, later in this two-phase longitudinal research, after a year of formal education in Informatics, research instruments also included teachers and parents, to investigate their influence on children’s mental models. Findings: The change of mental models under the influence of the one-time workshop was not permanent. However, a combination of maturation with informal and formal intervention supports the conceptualization of programming.
30 August 2017 in Advances in Intelligent Systems and Computing