having fun [1]. That is why contemporary training has to change or adapt the pedagogical methods,
approaches and strategies and use the learners' technologies. Modern children prefer mobile learning,
especially with smart phones, to the traditional form of e-learning using a personal computer.
Smart
phones and other mobile devices have a number of benefits when using training such as accessibility
anywhere, anytime, personalization, own pace of learning resources,
easy communication and
collaboration with other participants in the learning process, etc.
Games are an important part of every child's life. The fact is that games have a strong motivating
force, regardless of the age group, which causes
the player to strive to win, even if he /she has to
repeat the game over and over again. Therefore, it is no coincidence that
the gamified approach is
rudimentary in the methodology of teaching children from preschool age and in the initial stage of
education. Pedagogy has long emphasized the role of games in teaching and nurturing through which
children gain new knowledge and skills while having fun.
The purpose of the article is to present a study of existing training games (including computer and
mobile gaming applications), based upon which a classification of
games suitable for mobile
conversion for children in the early stages of education is presented together with the criteria and
approach for creating a mobile educational games package for children in this age group.
The methodology used is presented in Section 2 and the results obtained in Section 3. Section 3
begins with an examination of the role of games in learning, and in particular in primary school age, as
well as existing classifications of games. After that, a study of the computer
and mobile educational
games applications for children market is shown. The classification of the types of educational games
in terms of their use in teaching mathematics to children in the primary school stage and suitable for
mobile realization is presented. Finally, the section describes the approach chosen by the authors to
create a mobile education math package for children in the 3
rd
grade. The article ends with a
conclusion which focuses on the contributions of the study’s authors.
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