Contributed Paper C288
Digital Games as Tools for Enhancing Statistics Instruction in the Early Years: A Teaching Intervention within a Grade 2 Mathematics Classroom
AuthorsLoucas Tsouccas (European University Cyprus, Cyprus)
Maria Meletiou-Mavrotheris (European University Cyprus, Cyprus)
Efi Paparistodemou (Cyprus Pedagogical Institute, Cyprus)
PresenterMaria Meletiou-Mavrotheris (Cyprus)
The current article presents a case study that explored the potential of well-designed, mobile educational game apps for enhancing the early statistics curriculum. A teaching intervention took place in a rural Grade 2 (ages 7-8) primary classroom in Cyprus, aimed to integrate mobile game apps Electric Company Prankster Planet and Kahoot! within the mathematics curriculum, so as to support learning of key ideas related to data collection, analysis and tabular and graphical representation. The main insights gained from the study indicate that the appropriate exploitation of digital games can motivate young children and help them internalize important concepts related to data analysis and probability.