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Drawing on Three Fields of Education Research to Frame the Development of Digital Games for Inquiry-Oriented Linear Algebra

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PROCEEDINGS OF THE 21ST ANNUAL CONFERENCE ON RESEARCH IN UNDERGRADUATE MATHEMATICS EDUCATION

2018

San Diego, California

Drawing on Three Fields of Education Research to Frame the Development of Digital Games for Inquiry-Oriented Linear Algebra

Page: 1270

Demands in undergraduate education are shifting to reach larger student populations - especially learners beyond the brick-and-mortar classroom - which has led to more pressing demands to incorporate technologies that afford such learners access to high-quality, research-based, digital instructional materials. In this article, we explore three theoretical perspectives that inform the development of such instructional materials. In our team’s efforts to develop a game-based learning applet for an existing inquiry-oriented curriculum, we have sought to theoretically frame our approach so that we can draw on the corpus of researcher knowledge from multiple disciplines. Accordingly, we will discuss three bodies of literature – realistic mathematics education’s [RME’s] approach to curriculum development, inquiry-oriented instruction and inquiry-based learning [IO/IBL], and game-based learning [GBL] - and draw on parallels across the three in order to form a coherent approach to developing digital games that draw on expertise in each field.

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