# Games and Learning/Topics/Case Studies/GMX

## Readings

Mor, Y. (2010), Guess my X and other patterns for teaching and learning mathematics, in Till Schümmer & Allan Kelly, ed., 'Proceedings of the 13th European Conference on Pattern Languages of Programs (EuroPLoP 2008)', pp. 348-384. http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=2232

Most people see learning mathematics as a demanding, even threatening, endeavour. Consequently, creating technology-enhanced environments and activities for learning mathematics is a challenging domain. It requires a synergism of several dimensions of design knowledge: usability, software design, pedagogical design and subject matter. This paper presents a set of patterns derived from a study on designing collaborative learning activities in mathematics for children aged 10-14, and a set of tools to support them.

Pratt, D. D.; Winters, N.; Cerulli, M. & Leemkuil, H. (2009), A Patterns Approach to Connecting the Design and Deployment of Mathematical Games and Simulations, in Nicolas Balacheff; Sten Ludvigsen; Ton de Jong; Ard Lazonder & Sally Barnes, ed., 'Technology-Enhanced Learning' Springer, pp. 215-232.

There has been a growing recognition of the educational potential of computer games. However, it is recognised that the process of designing and deploying technology-enhanced resources in general and games for mathematical learning in particular is a difficult task. This chapter reports on the use of patterns, referred to as p-d patterns, to address this challenge. Based on a review of the literature, a set of typologies of the domain was generated which formed the springboard for the development of over a hundred p-d patterns. These patterns are hierarchical by nature and constitute a pattern language that could be mobilised to facilitate pattern-specific communication and knowledge sharing between communities. Such patterns are, for example, shown to incorporate recurrent themes, such as scaffolding and reflection, instantiated in patterns across both design and deployment. Finally, we will set out how the patterns approach could be consolidated to become the stimulus for a much needed breakthrough in the articulation of how design needs and functionalities constitute theory in the field of designing for learning.

Matos, J. F.; Mor, Y.; Noss, R. & Santos, M. (2005), Sustaining Interaction in a Mathematical Community of Practice, in 'Fourth Congress of the European Society for Research in Mathematics Education (CERME-4)'. http://telearn.noe-kaleidoscope.org/open-archive/browse?resource=533