Recognition of measurable quantities. doi:10.1371/journal.pone.0103354.g009

Recognition of measurable quantities. doi:10.1371/journal.pone.0103354.g009

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In this study, we show the effectiveness of a virtual environment comprising 18 computer games that cover mathematics topics in a playful setting and that can be executed on the Internet with the possibility of player interaction through chat. An arithmetic pre-test contained in the Scholastic Performance Test was administered to 300 children betwe...

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... a structure of cognitive skills for the profile of the games there are Working memory in Figure 3, Spatial visualisation in Figure 4, Quantity representation, using number symbols in Figure 5, Processing continuous and discrete quantities in Figure 6, Reading and writing numbers in Figure 7, Constructing the significance of the number from its various uses in society in all Figures, Calculation procedure development in Figure 8 and Recognition of measurable quantities in Figure 9. ...

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... In general, their performance improved and they wanted to continue the activities because they had aroused their curiosity and were a motivation for learning. The intervention included games that helped students develop [62]: ...
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... Four studies explored the feasibility of VRGs on SLDs, such as dyslexia, dysgraphia, and dyscalculia. The results showed that people with SLD improved in their attention control skills, resulting in significant improvements in learning performance [106][107][108][109]. Motivation and interest in learning increased [107]. ...
... The results showed that people with SLD improved in their attention control skills, resulting in significant improvements in learning performance [106][107][108][109]. Motivation and interest in learning increased [107]. Participants could better deal with negative feelings under stressful tasks, such as problem-solving and reading comprehension [109]. ...
... Castro et al. [109] evaluated the impact of a virtual environment that incorporated eighteen mini games for children with dyscalculia in improving their working memory, spatial visualization, and other mathematical skills. Players in the form of avatars played the role of a monkey attempting to save a turtle. ...
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... Ainda nesse contexto, Coelho Neto e Blanco (2017) fizeram um mapeamento sobre quais as ferramentas digitais podem ser utilizadas para alunos com discalculia ou dificuldades de aprendizagem da Matemática em sala de aula. A partir da busca realizada, encontrou-se trabalhos que apresentam propostas que visam a auxiliar as crianças com dificuldades de aprendizagem na Matemática, sendo estes: Wilson et al. (2006a); Wilson et al. (2006b); de Castro et al. (2014) e Cezarotto (2016). ...
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... de Castro et al., 2014. ...
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... This is contradictory to the conclusions made by Ke and Abras (2013) who state that scaffolding is needed to direct the player through learning activities. The observations made by de Castro et al. (2014) lends support to open world games being an effective model for implementing serious games, however, it would be interesting to see data regarding active playtime, number of games abandoned, and observations regarding on-task behavior in the virtual environment. Prins et al. (2011) randomized the difficulty of the memory sequences for players using the gamified version of their computerized memory trainer, while using an adaptive algorithm for their active control group. ...
... Tom's Rescue incorporated an in-game chat feature that was observed to be frequently utilized by participants. De Castro et al. (2014) states that the chat feature was often used to direct other participants to particular games in the open world. While this type of social interaction promotes engagement through shared experience, chat features could also promote off-task behavior such as discussions unrelated to game or learning objectives, or encouraging unproductive in-game activities. ...
... Competition, discussion, and cooperation were observed occurring informally by Ke and Abras (2013) and Marino, Gotch, et al. (2014). Chat features were a highly-rated feature of Tom's Rescue (de Castro et al., 2014). Shin and Kwon (2014) and Lin et al. (2013) both indicate that competitive leader boards were key motivational features of the games they studied. ...
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