dc.contributor.author | Fenyvesi, Kristof | |
dc.contributor.author | Koskimaa, Raine | |
dc.contributor.author | Lavicza, Zsolt | |
dc.date.accessioned | 2016-07-07T10:12:49Z | |
dc.date.available | 2016-07-07T10:12:49Z | |
dc.date.issued | 2015 | |
dc.identifier.citation | Fenyvesi, K., Koskimaa, R., & Lavicza, Z. (2015). Experiential Education of Mathematics: Art and Games for Digital Natives. <i>Kasvatus ja aika</i>, <i>9</i>(1), 107-134. <a href="http://www.kasvatus-ja-aika.fi/dokumentit/fenyvesial__0804151248.pdf" target="_blank">http://www.kasvatus-ja-aika.fi/dokumentit/fenyvesial__0804151248.pdf</a> | |
dc.identifier.other | CONVID_24715160 | |
dc.identifier.other | TUTKAID_66189 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/50754 | |
dc.description.abstract | As attitude-researches point out, students tend to sustain an aversion to mathematics,
while remaining largely ignorant of how deeply embedded it is in the world
around them. Most students however are able to recognize patterns and numerous
research and empirical evidence indicates that they become easily motivated when
mathematical connections are presented in ways which relate to their experiences
by triggering their natural curiosities. PISA and TIMSS results and recommendations
are that students should find education enjoyable, develop self-belief and stamina
to address challenging problems and situations. Experience-centered education
of mathematics through arts and playful activities might be an effective way to
grasp the complex relationship between mathematics attitudes and joy of learning
and support the students in their study achievements. In this article we show that
creating visual illusions, paradox structures and ‘impossible’ figures through playful
and artistic procedures, holds an exciting pedagogical opportunity for raising
students’ interest towards mathematics and natural sciences and technical aspects
of visual arts. There are certain digital games as well, which employ visual illusions
as a part of their game mechanic. Most of these games were not designed as
an educational game, but they may be used for educational purposes, to clarify
mathematical concepts behind and related to visual illusions (symmetry, perspective,
isometric projection etc.). | |
dc.language.iso | eng | |
dc.publisher | Kasvatuksen historian verkosto | |
dc.relation.ispartofseries | Kasvatus ja aika | |
dc.relation.uri | http://www.kasvatus-ja-aika.fi/dokumentit/fenyvesial__0804151248.pdf | |
dc.subject.other | education | |
dc.subject.other | mathematics education | |
dc.title | Experiential Education of Mathematics: Art and Games for Digital Natives | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-201607063504 | |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.contributor.oppiaine | Nykykulttuurin tutkimus | fi |
dc.contributor.oppiaine | Hyvinvoinnin tutkimuksen yhteisö | fi |
dc.contributor.oppiaine | Contemporary Culture | en |
dc.contributor.oppiaine | School of Wellbeing | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.date.updated | 2016-07-06T12:15:06Z | |
dc.type.coar | journal article | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 107-134 | |
dc.relation.issn | 1797-2299 | |
dc.relation.numberinseries | 1 | |
dc.relation.volume | 9 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © Kirjoittajat & Kasvatuksen historian verkosto, 2015. | |
dc.rights.accesslevel | openAccess | fi |
dc.subject.yso | matematiikka | |
dc.subject.yso | taide | |
dc.subject.yso | pelit | |
dc.subject.yso | diginatiivit | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p3160 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p2851 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p6062 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p27098 | |