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How to use the typologies in the process of designing / deploying games for mathematical learning

This set of typologies was devised to serve as a tool for researchers, designers, developers and practitioners engaged in the production and use of games for mathematical learning. They are based on our diverse experiences and practices in this domain. We hope you find them helpful in your work, and welcome any suggestions for improvements. We envision several scenarios in which these typologies can prove valuable.

I am a researcher / developer intending to design games for mathematical learning

While the typologies are not aimed at the actual practice of software development, they have a lot to offer in terms of defining and verifying the specifications for a game. Using the typologies, you will formulate a clear description of the aims of your game, its educational approach, target audience, style, setting and so forth. This will form the basis of your design. After developing the game, you can return to the typologies to verify that it meets your original requirements and perhaps identify new potentials.

The design process patterns provide further details.

I am a teacher and I want to find a game suitable for my teaching plans

Using the typologies you can describe your needs in a coherent and comprehensive manner. You can then communicate these needs to technology providers, or use them as a litmus paper to evaluate commercial offerings.

I have designed / produced a game, and I want to deploy it as an aid for mathematical learning

The use of the typology in deployment is two-fold. Firstly this can be used to define the deployment scenario, to enable a consistent descriptor to be assigned to each case enabling comparisons to be conducted more effectively. Secondly the typology could be used as a checklist of factors to be considered when creating the deployment activity. For example, the typology foregrounds such issues as "do the students have experience of games?" "what is the ratio of devices to students?" "whose initiative is the activity?" and from this the typology highlights the need to consider these aspects. Part of the evaluation of the deployment will therefore also be an evaluation of the deployment of the typology in the creation of deployment activities to establish whether this has been of value in the creation process.

I am a researcher trying to understand the impact of a particular game in a particular educational context

Use the typologies as an initial descriptive framework. On one hand, use them to describe the educational situation in which a game is employed. On the other hand, use them to describe the qualities of the game used in that situation. Identifying the correspondences and conflicts between these two descriptions is a first step towards understanding the impact of the game in the situation analysed.

What to do now

If you are a partner:

Please review the typologies carefully for inconsistencies or gaps. Trace through the patterns and map them to your experience.

If you are the leading partner for one of the typologies:

  1. Download FreeMind (http://freemind.sourceforge.net/).
  2. Edit your typology as a mind map.
  3. Save each version with a date identifier (e.g. XXX.060315.mm)
  4. Upload the typology to your page using the upload link. Note: you need to log in for this.
  5. Use the on-line editor (in browse mode) to add definitions where needed.

If you are a guest

Use the typologies in any way you find fit, and let us know what you think.

All: please note the schedule.

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