Learning maths requires more than just numbers, formulas, and quotients. Not least, personal motivation is crucial – as is the search for the lowest common denominator. However, many pupils find their daily practice routine dry or even frustrating. As part of the new research project ‘Mathematics in a Game-based Immersive Context for Schools’ (MaGICS), led by Paderborn University, researchers are pursuing a new approach: smart technologies that support pupils in practising maths. They are developing an interactive educational game, thereby further expanding the possibilities for motivation and support in learning situations. The project is funded by the European Union (Erasmus+) with 250,000 euros over a period of three years.
Findings from the previous project aid further development
In the ‘MaGICS’ project, the consortium is building on the success of the predecessor project ‘Education in Mathematics in Game-based Immersive Contexts’ (E-MaGIC). An international team of researchers, teachers, and programmers developed an innovative educational game for mobile devices. This was complemented by an innovative teaching approach designed to help teachers develop their pupils’ skills in Mathematics. This provides them with the necessary tools to improve academic performance, facilitate learning success, and promote inclusion. This is because the game adapts to the pupils’ abilities. In this way, it can spark an interest in science and Mathematics.
“Building on our findings from the previous project, we aim to create a secure offline environment with so-called ‘learning analytics’ functions. This means we are developing a digital learning system that runs without an internet connection, protects personal data and, at the same time, measures and evaluates learning processes. Our aim is to demonstrate the educational and motivational impact of this approach and to publish recommendations for future concepts,” explains Prof. Dr Marc Beutner, project leader and holder of the Chair of “Business Education and Evaluation Research” at Paderborn University. The principle of ‘learning analytics’ generally describes the algorithmic analysis of data relating to learners. This primarily involves information about the learners themselves, their learning behaviour, the learning process and progress, as well as learning outcomes.
Development, testing, pilot study: the project plan
The first phase of the project involves research work and the development of a concept. In addition, the research group will conduct a study to support the development of the ‘learning analytics’ approach. Based on this concept, the team will develop a so-called ‘serious game’ – that is, a game designed both to entertain and to convey content and knowledge. In the context of this research project, the game (for iOS and Android) is specifically intended to facilitate the practice of Mathematics in a secure offline environment. The researchers will then test the game with pupils. Thanks to ‘learning analytics’ technology, it automatically adapts to the learners’ level of competence. The research team also intends to develop a simple web-based tool for teachers, enabling them to create virtual classrooms and configure the relevant settings. “We are planning a large-scale pilot study with an evaluation, as well as a comparative study, to demonstrate the educational and motivational impact of the ‘learning analytics’ system,” explains Prof. Beutner.
This text was translated automatically.