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Games: Artefacts in Gameplay

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Tools and Mathematics

Part of the book series: Mathematics Education Library ((MELI,volume 110))

Abstract

This chapter reviews the past and looks to the future of the potential for games and gameplay to provide opportunity for engaging in mathematical activity. This review a glimpse into a possible future is conducted with a specific focus on the role of artefacts in gameplay. The chapter is in four sections. The first section considers the range of games; the second section considers artefacts in games and gameplay; the third section addresses games in mathematics education; and the final section looks to future development.

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Notes

  1. 1.

    This distinction between ‘game’ and ‘gameplay’ is, perhaps, an English language distinction as the word ‘jeu’ in French is used for both terms.

  2. 2.

    Decision making in a wide range of games is studied in the mathematical theory of games but this is not a focus in this chapter.

  3. 3.

    http://www.civfanatics.com/content/civ3/strategy/cracker/civ3_starts/index.htm

  4. 4.

    Froebel also made extensive use of mathematical artefacts: wooden cubes and ‘tables marked with a grid of lines, much like graph paper; each square in the grid was the size of the face of one of the small cubes. Arranging cubes on the grid produced pleasing patterns’ (Kidwell et al., 2008).

  5. 5.

    A co-author of a book (Borwein & Devlin, 2008) discussed in Sect. 3.1 with a co-author of this book.

  6. 6.

    For example, Game Studies: the International Journal of Computer Game Research. See http://gamestudies.org/0902/about

  7. 7.

    This has links to ‘peering under the bonnet, as Maple does’ (Sect. 3.5).

  8. 8.

    ‘cubes’ is Costas’ term for the square floor tiles available in The Sims build mode.

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Monaghan, J. (2016). Games: Artefacts in Gameplay. In: Tools and Mathematics. Mathematics Education Library, vol 110. Springer, Cham. https://doi.org/10.1007/978-3-319-02396-0_18

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  • DOI: https://doi.org/10.1007/978-3-319-02396-0_18

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