My NCTM

?Help
E-Mail

Password
Share

Math, Fun, and Games?: Yes Way!

Today’s Learners

Students are living and learning in an age of new media – where they give constant attention to the latest scoop on TV, the hottest music for their iPods or newest games for their game systems, instantaneous updates in the online communities and social networks, and, they have mobile apps to manage all of these interests simultaneously. Students are constantly (an average of 7.5 hours a day!) interacting with media – more than ANY other activity besides (maybe) sleeping, according to a popular report, compiled by the Kaiser Family Foundation.

This age of new media also implies an implication to teaching and learning. Traditional methods of teaching may not be engaging today's learners who are used to these interactive platforms. Since these new media forms have altered how youth socialize and learn, how are we altering how we teach?

The Benefits

Some teachers and parents have turned to educational games to cater to the interests of students growing up in this new digital age. They can easily locate free online games to meet the interests of their students. There are many benefits to using games as part of math instruction. Some popular reasons are:

Increases curiosity and motivation
Establishes a sense of community
Creates a student-centered learning environment
Reduces anxiety in the mathematics classroom
Allows for cooperative learning opportunities
Inherently differentiates learning
Builds strategy and reasoning skills
Reinforces mathematical objectives
Engages individual learners simultaneously
Teaches life skills

Evaluating Math Games

While we may jump at the opportunity to use math games as a way to engage today’s learners, we must still be careful in evaluating them as effective means for teaching and learning. Some questions that might help you determine the value of a math game follow:

Is there variety in the mathematical tasks? If you play the same game over, will you be asked different questions? Are there different pathways to the end?

Are there opportunities to develop strategy while engaging in NCTM’s Process standards – problem solving, reasoning and proof, communication, connections, and representation?

Is there a combination of chance and choice in the game? That is, are there both a random component (rolling a dice, drawing a card) and an opportunity to make a decision?

Is the competition positive and non-threatening?

Is there embedded scaffolding? If a player gets stuck, are there hints?

Are there suggestions to integrate the game into the classroom? Are there follow-up questions for teachers? Is there a way for teachers to track student progress?

Is the length of play appropriate for classroom use?

Was the math situated in a meaningful context? Does the game promote deeper understanding of mathematical concepts that is meaningful to the student?

Do the students feel empowered and in control? In other words, do decisions have clear outcomes?

Was clear feedback provided during each turn? Was the computation of scoring clear?

Does the game encourage social play? The three C’s of game-playing are: competition, collaboration, and communication. Even one-player games can spark rich discussion of strategy.

Some Games

Your feedback is important! Comments or concerns regarding the content of this page may be sent to nctm@nctm.org. Thank you.