Авторы

  • Музраф Раббимов
    Jizzakh state pedagogic uneversite
  • Кумуш Мамаражабова
    Jizzakh state pedagogic uneversite, Jizzakh

DOI:

https://doi.org/10.71337/inlibrary.uz.imjrd.69433

Аннотация

 In this article describes that Learning mathematics can be a motivating experience if we base it on constructive and playful activities. The use of games in mathematics education is a strategy that allows students to acquire skills in a fun and attractive way


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INTERNATIONAL MULTIDISCIPLINARY JOURNAL FOR

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GAMES AS A DIDACTIC RESOURCE FOR THE TEACHING AND LEARNING

OF MATHEMATICS: STUDY OF AN INNOVATIVE EXPERIENCE

Rabbimov Muzraf, Mamarajabova Kumush

Assosiate professor at Jizzakh state pedagogic uneversite, Jizzakh, Uzbekistan

Abstract:

In this article describes that Learning mathematics can be a motivating experience

if we base it on constructive and playful activities. The use of games in mathematics

education is a strategy that allows students to acquire skills in a fun and attractive way

Keywords

: games, recreational activities, didactics.

Introduction

Gambling can be considered as a universal activity that has been developing over time.

Mathematical activity has always had a playful component that has given rise to a good part of

the creations that have arisen in it. Pythagoreans and conducted various studies on the numbers,

using for this the settings that were the stones. In the Middle Ages, Fibonacci practiced

numerical mathematics, using techniques derived from the Arabs, using the game as a tool.
In the seventeenth century, Leibniz should be highlighted as a promoter of this intellectual

playful activity, later other figures such as Euler appeared, who through the problem of the

seven Königsberg bridges initiated the theory of graphs, or Johann Bernoulli, who in 1696

posed to the best mathematicians of his time the problem of the brachistochron, which Newton

claimed to have solved in a few hours.
Gauss, a great fan of playing cards, recorded the moves to later carry out a statistical study,

while Hamilton analyzed the problem of traversing the set of vertices of a regular dodecahedron

without repeating any (Hamiltonian path). Other illustrious scientists such as Hilbert, Neuman

or Einstein have also shown their interest in mathematical games.
Starting from the genetic method, we could affirm that if mathematicians of all times have

enjoyed contemplating their game and science so much, why not try to learn mathematics

through games?
Through play, situations of maximum educational and cognitive value can be created that allow

experimentation, research, problem solving, discovery and reflection. The emotional

implications, the playful nature, the emotional unblocking, the disinhibition, are sources of

motivation that provide a different way from the traditional approach to learning.
The case that is presented tries to address the contents and competences of a didactic unit of the

Mathematics curriculum for Compulsory Secondary Education (ESO) in Uzbekistan,

developing them through activities and games that motivate and are a source of entertainment

for the students.
The work has the following structure: first, the reasons why this project contributes to achieving

a more meaningful learning, as well as an increase in students' interest in mathematics, are

exposed; The objectives to be achieved, the resources and materials necessary to carry out the

activities, the sequencing and description of the sessions in which the unit is developed, and the

evaluation criteria, procedures and instruments are presented below; finally, a reflection is made

on the results of the innovation experience and its possibilities of generalization as a didactic

tool are analyzed.

Theoretical framework


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We understand by game all that activity whose purpose is to achieve fun and entertainment for

those who develop it. According to Piaget (1985), "

the games help build a broad network of

devices that allow the child the total assimilation of reality, incorporating it to revive it, master

it, understand it and compensate for it

."

The game involves a series of processes that contribute to the integral, emotional and social

development of people, not only of children, but also of young people and adults. Jiménez

(2003) maintains that games are enjoyable activities that undoubtedly require physical and

mental effort, however, students do them with pleasure; he does not perceive the effort and he

does the distraction. In many cases, play is a means to test an individual's knowledge, naturally

favoring the acquisition of a set of skills, abilities and capacities of great relevance for both

personal and social development (Rojas, 2009).
The main reasons for using games as a teaching resource in the classroom are the following:
-They are attractive activities that are easily accepted by students who find them novel,

recognize them as elements of their reality and develop their competitive spirit. In addition, play

stimulates the social development of students, favoring relationships with other people,

expression, empathy, cooperation and teamwork, the acceptance and follow-up of rules, the

discussion of ideas, and the recognition of the successes of others and understanding of their

own failures.
-In the mathematical field, the parallelism between the phases of strategy games and problem

solving promote the discovery of heuristic processes in students. Games develop cognitive

abilities at the three levels of representation: enactive, iconic and symbolic.They require effort,

rigor, attention and memory, and stimulate the imagination.
-They stand out for their usefulness in treating diversity. In the mathematics classroom,

Contreras (2004) points out the usefulness of games "

as a motivating resource for students with

greater difficulties, and also as a source of possible research for outstanding students

."

Mathematics is a discipline rejected by many students, due to its apparent complexity and

boredom, its abstract and unmotivating nature. Discovering that mathematics is a fascinating

science is difficult work, since it is necessary to put an end to those myths that characterize it.
Often this subject is taught with mainly or exclusively deductive methods, exposing the contents

of the curriculum through a master lesson, and leaving it up to the students to carry out school

tasks that can become repetitive, mechanical and tedious.
Deductive teaching in mathematics is focused on what Bloom (1980) calls low-level mental

process, that is, it is based on rote and repetition procedures, which do not allow for problem

solving, through analysis, interpretation or the representation in mathematical language of an

idea, that is, to high-level mental processes.
With this solid theoretical foundation, we will present the design of a didactic unit entirely

based on games and the possible extension of this methodology to other items of the curriculum.

Learning objectives

The project has tried to develop in the students a series of capacities:
-Acquire an adequate level of self-esteem, which allows you to enjoy the creative, aesthetic and

utilitarian aspects of mathematics.


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-Value mathematics as an integral part of our culture, both from a historical point of view and

from the perspective of its role in today's society.
-Improve the capacity for reflective and intuitive thinking, for the development of strategies for

solving problems.
-Use in an appropriate way the different means and teaching resources as an aid in

learning mathematics.

Analysis of objectives

To check the degree of acquisition of the previous objectives, a series of indicators and measures

have been proposed (Table

Table 1. Indicators and measures of the general and specific objectives

Overall objective

Impact indicators

Measurements

Improve the attitude

and interest of the students

in the process of learning

and

teaching of the mathematic

s

The students:

to. improves performance

in

the

field of mathematics
b. faces the subject with

motivation and interest

Teachers

gain

greater satisfaction in

their work

Student grades

Results obtained in a questionnaire on

student satisfaction

Teacher evaluation of the experience,

materials and activities and the attitude of the

students, through a questionnaire

Specific objectives

Impact indicators

Measurements

Acquire

an

adequate level of self-

esteem .

 

Improve the capacity

for reflective and intuitive

thinking,

to

develop

strategies

for

problem

solving

 

Use the different

teaching

media

and

resources appropriately as

an

aid

in

learning

mathematics

swim

recognizes

the

usefulness of mathematics

for daily life



acquires transversal

skills

that

enrich

your learning.

internalizes the

concepts

from

an

appliedapproach

 

is more efficient

when

solving

math

problems



Teachers improve

their

coordination

by

jointly

developing

materials and activities for

the class.

  

Notes made by the teacher based on

the observation in the classroom

Results obtained in the various

assessment tests carried out by the students,

which include: contents of the matter,

resolution of problems and transversal

competences. The results will be analyzed

both jointly and separately for each of the

blocks.

  

Minutes of the meetings, where the

teachers value all aspects of innovation

Development of innovation

In this section, the methodology used for the development of innovation and teaching resources

is described. It also includes the sequencing of the games and the description, in more detail, of

some of them.


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Methodology

The innovation project is designed so that in each of the sessions that comprise a didactic

unit, one of the following formats is developed:

The session is divided into two phases. First the teacher explains a concept or

procedure relating to the unit teaching that will be working.

The game is integrated or taken as a starting point to explain the relevant notions or

algorithms. In this way, students are active subjects in their learning, and use their intuition and

knowledge to solve problems.

The teacher must manage and direct the situation at all times. It is important to clearly

establish the dynamics of the game, guiding the development of the activity and marking the

rules or rules of the game that students must respect at all times.

Students must live the game as such, reacting efficiently to the different conditions that

arise. The feeling of wanting to win the game allows you to be active in your learning, and

develop cognitive processes using intuition in an increasingly agile way.

Playful activities must combine both individual and collective games. In this way,

students learn to be autonomous and to solve situations by themselves, in addition to prospering

in their social competence. Education in values is an important pillar in game

dynamics. Cooperation, maturity, tolerance, solidarity, respect, participation, justice, equality,

discipline, etc. they must be present at all times.

Resources, means and teaching materials

Each game is accompanied by a series of activities or worksheets that the students will carry out

or attach to their notebook. The notebook is very important for the development of

innovation. On the one hand, the teacher will use it as an instrument for evaluating the student's

activity, and on the other hand, the student has the notebook as a fundamental element to review

the classes.
The use of calculator will be necessary in some occasions. It is essential that teachers report

when its use is allowed and when it is not. In addition, it will sometimes be necessary to use

computer equipment and programs such as GeoGebra (Geogebra, 2013).
If necessary, students could have a textbook as additional material in order to carry out

reinforcement activities. The particular needs of each student, as well as the assessment that the

teacher makes of the situation, will specifically answer this question.

Student assessment

To carry out the evaluation of the students, the following aspects have been taken into account:
- Assessment exam of the didactic unit that the students took at the end of the unit sessions

(60% of the grade).
- The attitude of the students throughout the sessions (10%). Rewarding interest in the subject,

effort, participation in the classroom, as well as companionship, cooperation, disposition

and personal effort.
- Activities carried out or information collected in the notebook (20%). Periodically and at the

end of the unit, students' notebooks were monitored.
- Score or position achieved in each of the games that were developed in the classroom (10%).

Evaluation of experience


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It has been broken down into three stages, for each of which a series of evaluation instruments

are proposed (Table 2).

Table 2. Stages and instruments for evaluating the experience

STAGES

EVALUATION INSTRUMENT

Previous

evaluation

Minutes of the previous meetings with the teaching

staff involved, to know their opinion about the project

Anecdotal where a daily record is made of both the

positive and negative aspects of the project

Process

evaluation

Discussion in the classroom in which the teacher and

the students participate to comment on the development of

the project and activities

Classroom observation

Evaluation

of

results

Test scores of the students

Survey carried out on the students at the end of

the project, where the most descriptive aspects of

the project must be assessed

Interview the teachers who carry out the project to

find out their opinion about it.

Results of the evaluation

Based on the evaluation carried out, the following aspects should be highlighted.

Prior to its implementation, the teaching staff was reluctant to the

project. The use of games in the classroom seemed like a good strategy to increase

motivation; however, they feared that the new work dynamics would lead to a decline in

academic performance. They claimed that these types of activities were going to be a reason for

loss of concentration, accommodation in studies, a decrease in order in the classroom,

etc. Experience and results have shown us that the use of this strategy has had a positive impact

on student performance .

Throughout the different sessions, through observation in the classroom,

an increase in motivation was perceived in the students. Most of the students were involved in

the activities, showing themselves to be participatory. The interest in winning made them get

directly involved in their learning, being quick when planning strategies to solve the problems

that arose. The math classes incorporated a playful aspect without losing or lowering the

learning objectives of the subject.

Once the didactic unit was finished, the students were asked to respond to

a survey, where they had to assess the experience (from 1 to 10) through a series of items,

comparing the new methodology (Met_N) with the one followed previously ( Goal). The results

obtained were positive (Table 3).

Table 3. Results of the students' assessment

Arithmetic mean

Met_N

Arithmetic mean

Met_A


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Interest level and motivation

8.5

6.2

Degree of difficulty of the contents

6.1

7.2

Learning outcomes

8.1

7.0

Degree of satisfaction

8.1

5.9

Based on the previous results, an increase in motivation and interest towards mathematics is

observed with the implementation of the new methodology. Students affirm that learning

mathematics by playing is interesting and fun for them, some even consider it exciting.
Regarding the difficulty of the learning process, the students recognize that the use of games has

made it easier for them to understand the concepts. Working in small groups has allowed them

to personalize the pace of learning, both for those students with difficulties and for those who

are more advanced. In general, they are satisfied with what they have learned.
Comparing the individual grades of each student obtained in the evaluation control of the

didactic unit with respect to their trajectory throughout the course, no significant differences are

observed.
Finally, it should be noted that the experience has been very enriching and satisfying for

everyone. The participation of the students, their motivation in the classes,their interest in

learning, their concentration and their determination to solve the problems that allowed them to

win the game were very positive aspects. In particular, feeling the growing taste for

mathematics in the students was an element of full satisfaction for the teaching work, which

counteracts the work and effort involved in planning a didactic unit using didactic games .

Conclusions

Based on the results obtained, we can affirm that the use of games as a didactic resource for the

teaching and learning of mathematics in 1st year of ESO increases the motivation and interest of

students towards the study of this subject, thus favoring the acquisition of knowledge.
The variety of teaching resources used in the classroom is a relevant element, since it directly

influences the performance of students. After analyzing the learning consequences of using

recreational activities in the mathematics classroom, the idea now is to extend this mechanics to

other teaching units.
Finally, we can ask ourselves if this experience can be generalized to other educational

stages. Although the study has been confined to a 1st year ESO classroom, the results have been

so satisfactory that we believe that the methodology can be extrapolated. However, the main

work in this case would be the search for games suitable for the contents of the corresponding

course.

REFERENCES

[1]

Torres-Carrión, P., Sarmiento-Guerrero, C., Torres-Diaz, J. C., & Barba-Guamán, L.

(2018, January). Educational math game for stimulation of children with dyscalculia.

In

International Conference on Information Theoretic Security

(pp. 614-623). Springer, Cham.

[2]

Ahmetovic, D., Alampi, V., Bernareggi, C., Gerino, A., & Mascetti, S. (2017, April).

Math Melodies: Supporting Visually Impaired Primary School Students in Learning Math.

In

Proceedings of the 14th Web for All Conference on The Future of Accessible Work

(pp. 1-2).

[3]

Vankúš, P. (2005). Efficacy of teaching mathematics with method of didactical games in

a–didactic situation.

Quaderni di ricerca in Didattica

,

15

.


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[4]

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Библиографические ссылки

Torres-Carrión, P., Sarmiento-Guerrero, C., Torres-Diaz, J. C., & Barba-Guamán, L. (2018, January). Educational math game for stimulation of children with dyscalculia. In International Conference on Information Theoretic Security (pp. 614-623). Springer, Cham.

Ahmetovic, D., Alampi, V., Bernareggi, C., Gerino, A., & Mascetti, S. (2017, April). Math Melodies: Supporting Visually Impaired Primary School Students in Learning Math. In Proceedings of the 14th Web for All Conference on The Future of Accessible Work (pp. 1-2).

Vankúš, P. (2005). Efficacy of teaching mathematics with method of didactical games in a–didactic situation. Quaderni di ricerca in Didattica, 15.

Tokhirova, D., & Khayitov, U. (2017). Games in practical classes and their didactic importance. SCOPE ACADEMIC HOUSE B&M PUBLISHING, 18.

Taylakov, U. N. (2016). Concept of Using Information-Communication Technologies and Useful Information Resourses at Secondary Schools of Uzbekistan. Eastern European Scientific Journal, (3).

Bichurina, S. U., Khairova, I. V., Egamberdieva, N. M., & Ruzieva, G. A. (2020). Game Training In Mathematics Of Elementary School Students. Talent Development & Excellence, 12.

Rustamov, K. THE USE OF DIDACTIC-SOFTWARE CROSSWORDS IN MATHEMATICS LESSONS.

Musurmanova, A. (2018). Issues of strengthening the family institutions in Uzbekistan: Theory and practice. ACADEMICIA: An International Multidisciplinary Research Journal, 8(10), 4-11.

Khabibovna, E. M. (2020). Methodological and Mathematical Training of Future Educators of Preschoolers. International Journal of Progressive Sciences and Technologies, 22(1), 140-147.

Yo, N. K. (2020). DIAGNOSTICS OF MATHEMATICAL DEVELOPMENT OF CHILDREN. European Journal of Research and Reflection in Educational Sciences Vol, 8(1).