A Problem-Based Learning Approach of Teaching Mathematics to Media Technology Students Using a Game Engine
Publikation: Bidrag til bog/antologi/rapport › Konferencebidrag i proceedings › Forskning › fagfællebedømt
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A Problem-Based Learning Approach of Teaching Mathematics to Media Technology Students Using a Game Engine. / Triantafyllou, Evangelia; Misfeldt, Morten; Timcenko, Olga.
Global Research Community: Collaboration and Developments. red. / Erik de Graff; Aida Guerra; Anette Kolmos; Nestor Arexolaleiba. Aalborg Universitetsforlag , 2015. s. 155-166.Publikation: Bidrag til bog/antologi/rapport › Konferencebidrag i proceedings › Forskning › fagfællebedømt
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TY - GEN
T1 - A Problem-Based Learning Approach of Teaching Mathematics to Media Technology Students Using a Game Engine
AU - Triantafyllou, Evangelia
AU - Misfeldt, Morten
AU - Timcenko, Olga
PY - 2015/7/10
Y1 - 2015/7/10
N2 - In this article, we present our idea of using a game engine (Unity) to teach Media Technology students mathematics-related concepts. In order to observe how the introduction of a technological tool, namely the game engine, changes the practices in mathematical work, we adopted the anthropological approach in didactics. This theoretical framework defines the “atoms” of mathematical practice and discourse in terms of tasks, techniques, technologies and theories. We present a didactical scenario when Unity is used for introducing the calculation of reflection and refraction vectors and then we use the anthropological approach to present the practices in calculating these vectors with traditional mathematics and constructing them in Unity. Then, we discuss the differences between the two cases, when we argue that Unity can benefit Media Technology students, who use mathematics as a tool. However, the assumptions on the mathematical practice while using Unity will have to be confirmed in actual educational settings.
AB - In this article, we present our idea of using a game engine (Unity) to teach Media Technology students mathematics-related concepts. In order to observe how the introduction of a technological tool, namely the game engine, changes the practices in mathematical work, we adopted the anthropological approach in didactics. This theoretical framework defines the “atoms” of mathematical practice and discourse in terms of tasks, techniques, technologies and theories. We present a didactical scenario when Unity is used for introducing the calculation of reflection and refraction vectors and then we use the anthropological approach to present the practices in calculating these vectors with traditional mathematics and constructing them in Unity. Then, we discuss the differences between the two cases, when we argue that Unity can benefit Media Technology students, who use mathematics as a tool. However, the assumptions on the mathematical practice while using Unity will have to be confirmed in actual educational settings.
M3 - Article in proceedings
SN - 978-87-7112-304-3
SP - 155
EP - 166
BT - Global Research Community: Collaboration and Developments
A2 - de Graff, Erik
A2 - Guerra, Aida
A2 - Kolmos, Anette
A2 - Arexolaleiba, Nestor
PB - Aalborg Universitetsforlag
ER -
ID: 228082536