Proceedings. IEEE International Workshop on Wireless and Mobile Technologies in Education
DOI: 10.1109/wmte.2002.1039244
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mLearning for kindergarten's mathematics teaching

Abstract: The aim of this study was to develop a geometry learning game for handheld devices that adapts to the user's behaviour. The learners in this study were six years old Finnish pre-school pupils. The adaptive system was very limited and the observed behaviour was defined to be very simple. Despite that, the developed software achieves good learning results among the tested pupils. The study shows that the learning effect is very promising with this kind of a handheld platform and simple adaptation system. This st… Show more

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Cited by 24 publications
(12 citation statements)
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“…After the playing process, the game results and high score is displayed. Ketamo (2002) developed an adaptive geometry game where learners use a stylus to mark the polygon from a list of given forms in order to win. Sandberg et al (2011) developed a game which aims to teach English as a second language for primary school children.…”
Section: Mobile Learningmentioning
confidence: 99%
See 1 more Smart Citation
“…After the playing process, the game results and high score is displayed. Ketamo (2002) developed an adaptive geometry game where learners use a stylus to mark the polygon from a list of given forms in order to win. Sandberg et al (2011) developed a game which aims to teach English as a second language for primary school children.…”
Section: Mobile Learningmentioning
confidence: 99%
“…Also, it presents the different learning activities and functionalities used within the game to deliver the learning content. (Ketamo, 2002) Teaches geometry iOS.…”
Section: Game Implementationmentioning
confidence: 99%
“…The electronic device was used to measure each student's knowledge level, and then adapted the speed of presenting new learning material [6].…”
Section: Mobile Learning and Context Projectsmentioning
confidence: 99%
“…One of their challenges is to adapt the learning resources to users' context, considering it along with their individual features [9]. For example, JAPELAS [10] provides the most suitable Japanese polite expressions depending on the learner's localization and his/her personal features and Ketamo presents a geometry learning game for handheld devices that is adapted to the user's behaviour [11].…”
Section: State Of the Artmentioning
confidence: 99%