Research never stops
The field trials led by Universities
Since its early days, researchers and university professors have used SuperFlat math in field trials in collaboration with primary and lower secondary schools. The goal was to investigate the role of this tool in strengthening the relationship between students and mathematics, designing teaching methodologies and best practices, and promoting inclusion.
A Teacher Support Tool
During field trials conducted since 2018 by the University of L’Aquila involving schools in Abruzzo, Lazio, and Lombardy, various aspects were investigated. In particular, it was observed how the video game could facilitate teachers in orchestrating mathematical discussions on relational thinking, aiming to develop the ability to manipulate and transform mathematical expressions through the properties of numbers and operations.[1,3,5] By observing students playing and analyzing game data through the teacher Web App, teachers found it easier to understand the problem-solving processes and misconceptions of their students, making it easier to design and conduct effective classroom discussions. For students, it was observed that the video game played a motivational role, inspiring them to engage in effective peer-to-peer and teacher-led mathematical discussions. This effect, in synergy with paper-based activities and classroom discussions, stimulated the comparison of problem-solving strategies employed by students and enhanced their communicative skills. An enrichment of problem-solving strategies was identified, forming the basis of their problem-solving abilities.
Inclusion
The video game provides students with a pleasant environment to experiment and learn independently, without external judgments or pressures. During experiments conducted by the University of Rome Sapienza since 2020, SuperFlat Math was seen to be useful in stimulating students’ curiosity and desire to learn, reinforcing their mathematical skills and knowledge. The study focused on the engagement mechanisms of students with Special Educational Needs (SEN). It highlighted how the methodology encourages the desire of these students to be involved in the collective construction of mathematical meanings and learning. [2,4] These analyses were supported by interviews with teachers who reported that among SEN students, there developed a desire to interact positively, a sense of gratification, self-confidence, and security, as well as a “fun confidence” with mathematics, while alleviating the fear of making mistakes. The results are consequences of the fact that individual interactions with Superflat Math promote a positive development of students’ self-efficacy. Paper-based activities then make the mathematics of the game explicit and help develop their argumentation skills, enabling them to contribute effectively to collective class discussions.
Bibliography
[1] Alice Lemmo, Cintia Scafa Urbaez Vilchez “A videogame as a tool to orchestrate productive Mathematical discussions”, conference proceedings at the 15th International Conference on Technology in Mathematics Teaching- ICTMT, Danish School of Education, Copenhagen, Denmark, September 2021. Link all’articolo
[2] Silvia Baccaro and Annalisa Cusi “L’uso di un videogioco per progettare percorsi individualizzati: il ruolo chiave delle riflessioni metacognitive”. Conference proceeding for the 35th National Congress “Incontri con la Matematica”, Castel San Pietro Terme (BO), November 2021.
[3] Cintia Scafa Urbaez Vilchez, Chantal Caracci “Un videogioco di matematica per la valutazione formativa”. Conference proceeding for the 35th National Congress “Incontri con la Matematica”, Castel San Pietro Terme (BO), November 2021.
[4] Silvia Baccaro and Annalisa Cusi “A teaching methodology focused on the use of a videogame: analysis of the engagement of student with special educational needs”, conference proceedings at the 12th Congress of the European Society for Research in Mathematics Education (CERME12), Bolzano, Italy, February 2022. Link all’articolo
[5] Cintia Scafa Urbaez Vilchez, Alice Lemmo “A videogame for supporting teachers’ scaffolding in whole-class discussions”, Conference proceedings at the 12th Congress of the European Society for Research in Mathematics Education (CERME12), February 2022. Link all’articolo
[6] Alice Lemmo, Cintia Scafa Urbaez Vilchez “Un videogioco per supportare discussioni di classe sul pensiero relazionale”, Annali online della Didattica e della Formazione Docente, Processi di insegnamento-apprendimento della matematica: aspetti significativi, vol. 14, n. 24, 2022. Link all’articolo
Thesis
[1] Chantal Caracci “Educare al pensiero relazionale attraverso il gioco”, tesi di Laurea Magistrale in Scienze della Formazione Primaria, Università degli Studi dell’Aquila, relatrice Prof.ssa Alice Lemmo, correlatrice Dott.ssa Cintia Scafa Urbaez Vilchez, anno accademico 2020-2021.
[2] Evelyn Paulette Tona “Matematica Superpiatta – percorsi di gioco per l’apprendimento della Matematica nella scuola Primaria”, tesi di Laurea Magistrale in Scienze della Formazione Primaria, Università degli Studi di Palermo, relatore Prof. Benedetto Di Paola, anno accademico 2020-2021.
[3] Lorenza Di Marco “Matematica Superpiatta in un contesto di insegnamento“superpiatto”, tesi di Laurea Magistrale in Scienze della Formazione Primaria, Università degli Studi dell’Aquila, relatrice Prof.ssa Alice Lemmo, correlatore Prof. Marco Antonio D’Arcangeli, anno accademico 2020-2021.
[4] Maria Chiara Orsini “L’impatto di Matematica Superpiatta nello sviluppo del pensiero relazionale. Sperimentazione in classe 4° Primaria”, tesi di Laurea Magistrale in Scienze della Formazione Primaria, Università degli Studi dell’Aquila, relatrice Prof.ssa Alice Lemmo, correlatrice Dott.ssa Cintia Scafa Urbaez Vilchez, anno accademico 2021-2022.
[5] Francesca Avieni “Pratiche per lo sviluppo di competenze argomentative in Matematica: uno studio sperimentale a partire dal videogioco educativo Matematica Superpiatta”, tesi di Laurea Magistrale in Scienze della Formazione Primaria, Università degli Studi dell’Aquila, relatrice Prof.ssa Alice Lemmo, correlatrice Dott.ssa Cintia Scafa Urbaez Vilchez, anno accademico 2021-2022
[6] Luca D’Amore “Progettazione e implementazione di un’attività didattica che combina l’uso di un videogioco e la riflessione metacognitiva su di esso: analisi di un’esperienza realizzata in classi di scuola secondaria di primo grado”, tesi di Laurea Magistrale in Matematica, Sapienza Università di Roma, relatrice Prof.ssa Annalisa Cusi, anno accademico 2022-2023
Doctoral thesis
[1] Silvia Baccaro “L’uso di un videogioco per progettare percorsi inclusivi: il ruolo chiave dell’insegnante”, PhD thesis in Mathematics, Sapienza University of Rome, supervisor Prof. Annalisa Cusi, tutor Prof. Enrico Rogora, academic year 2023-2024.
[1] Cinta Scafa Urbaez Vilchez “Il costrutto dello Scaffolding come chiave per uno studio qualitativo di attività matematiche proposte sia in un ambiente cartaceo sia in uno tecnologico”, tesi di Dottorato in Matematica e Modelli, Università degli Studi dell’Aquila, relatrice Prof.ssa Alice Lemmo, tutor Prof. Leonardo Guidoni, anno accademico 2022-2023.
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