Educational Neuroscience in Games for Mathematics
▶Summary
ENIGMA aims to increase awareness of educational neuroscience and its impact on pedagogy among educators. As a particular focus area, ENIGMA will highlight the link between the use of games in mat...
▶Objectives
ENIGMA aims to increase awareness of educational neuroscience and its impact on pedagogy among educators. As a particular focus area, ENIGMA will highlight the link between the use of games in mathematics education and the cognitive processes in the brain that can explain why and how games may benefit certain students in math classes. The ultimate aim of ENIGMA is to empower teachers with the essential knowledge to adopt science-based pedagogy to mprove student learning outcomes.
▶Activities
The project will revolve around the creation of an e-learning course that will provide educators with an introduction to educational neuroscience. It will also explain how the use of games has direct implications from a neuroscientific perspective, focusing particularly on the use of games in the math classroom. In addition to this, the course will also include a review of some of the leading math games, and analyze the particular features educators should be aware of to make informed choices.
▶Impact
We expect the project to significantly boost the availability of high-quality information about educational neuroscience within the educator community, and as a result of this directly affect the quality and pedagogy of instruction to include science-based and research-driven approaches to teaching and learning. We also expect the project to boost the adoption of games in math classes, with a focus on the quality of interaction with games rather than just adopting a quantitative approach.