Matching and mismatching between the
pedagogical design principles of a math game
and the actual practices of play
P. Lindström,* A. Gulz,* M. Haake† & B. Sjödén*
*Lund University Cognitive Science, Lund University, S-22200 Lund, Sweden
†Department of Design Sciences, Lund University, S-22200 Lund, Sweden
Abstract The article reports and discusses a long-term qualitative study of forty 8–10-year-old students
who regularly played a math game during math lessons for 9 weeks. The goal was to explore the
relations between (i) some of the pedagogical principles that underlie the game and (ii) the
playing practice in terms of what actually takes place when students play the math game during
regular math lessons. The article discusses indications of matches and mismatches between
pedagogical principles and playing practice as they appear in analyses of observations and
video recordings.
The result highlights the difficulty of predicting areas in which possible mismatches appear
between the intentions of the pedagogues and designers of educational technology and the
actual use of the technology by the students. This also applies to educational materials that have
already been pilot tested and used on a smaller scale. We emphasize the need to observe actual
use for extensive periods of time, i.e. to go beyond short-time user testing.
Keywords design, educational game, game playing in practice, math understanding, pedagogical
principle.
Introduction
Base-10 concepts as gate-keeping concepts
in mathematics
School mathematics often focuses on training students’
calculating skills and their abilities to apply certain
kinds of routine problems. However, having routine
computing skills does not necessarily mean that one has
an equivalent understanding of mathematical concepts
and principles.
For example, most children can easily learn how to
count to 20, but they may do so without knowing that the
number 2 in 20 stands for two sets of 10. Likewise, they
may be able to count in the hundreds, but without under-
standing that the one in the hundreds column is equal to
10 sets of 10. Actually, the understanding of mathemati-
cal concepts related to the base-10 position system,
including operations of carrying, borrowing and estima-
tion, is an unresolved bottleneck for many elementary
school children.Yet, such an understanding is critical to
all future mathematics learning and can thus be labelled
‘gate keeping’ (Russell & Ginsburg 1984; Carpenter
et al. 1993).
Mathematical symbols are complex in that they may
have multiple meanings (Arcavi 1994). This can be dif-
ficult for a young child who might overextend the one-
to-one principle she already knows for connecting
symbols to magnitudes – as in ‘3’ means three things –
and also interpret ‘11’ as a single ‘name’ instead of one
Accepted: 14 July 2010
Correspondence: Agneta Gulz, Lund University Cognitive Science,
Kungshuset, Lundagard, S-22222 Lund, Sweden. Email:
Agneta.Gulz@lucs.lu.se
doi: 10.1111/j.1365-2729.2010.00380.x
Original article
90 © 2010 Blackwell Publishing Ltd Journal of Computer Assisted Learning (2011), 27, 90–102