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ADVICE ON IMPLEMENTATION

HOW TO CHOOSE A CURRICULUM FOR GERMANY,


DESIGNS AND CUSTOMIZES INTERACTIVE LEARNING PLANS,
TEMPLATES FOR VARIOUS ACTIVITIES THAT
ENGAGE STUDENTS AND MAKE LEARNING FUN

A practical use of digital games in the classroom requires a curricular connection, especially
during the regular lesson time with regard to the shortening of the school time and the central
examinations.
Binding orientations on the expected learning outcomes and regular reviews of the extent to
which these are achieved are laid down in the core curricula. They describe the expected
learning outcomes in the form of subject-related skills that are assigned to areas of competence
based on subject didactics. This means that specific technical content and times are explicitly
mentioned by which the students must have acquired the relevant skills.
It is therefore advisable to review the core curricula to determine the extent to which
gamification can be integrated into regular lessons.

Since the consideration of all STEM subjects of all grades would go beyond the scope of this
work, the subject curriculum mathematics of grades 5, 7I and 9I for the Bavarian Realschule is
analyzed below as an example.

Presentation of various digital games and learning platforms for use in


mathematics lessons

The Anton- APP


The ANTON APP is presented here as an example of playful learning support. Anton is an EU-
funded interactive learning app for students in grades 1-10. Class. It contains a wide variety of
curriculum-oriented exercises for the respective subjects, which are sorted into grades. The
subjects currently offered are mathematics, German, general studies, music and DaZ (=German
as a Foreign Language). The use of the app is and will remain free of charge. After registering
as a teacher, you can set up a class and print a list of registration codes for the students. The
progress of the children can be viewed by the teacher. From the student's perspective, the
incentive to carry out the exercises is certainly the purchase of so-called "coins" after each
successfully completed exercise, with which they can then "pay" for playing time.
The existing games also partly train the motor or tactical skills of the students, so that a general
increase in learning is also achieved here. 1

GeoGebra
GeoGebra is dynamic mathematics software that offers a variety of uses for students and
teachers. The software dynamically combines geometry, algebra and tables. GeoGebra has
different views that provide the ability to view mathematical objects from both a graphical and
an algebraic perspective. The different representations of the objects are dynamically connected
to each other. This not only allows you to draw geometric objects, but also to change them by
entering and manipulating the equations.
For example, such a manipulation or display change can take place in the table view, in the
graphics view or by the computer algebra system (CAS). In class, GeoGebra can be used, for

1
Manuel Stenzhorn, Anton; 2021; https://digitale-schule.net/apps/anton#:~:text=Ant
example, as an interactive whiteboard or as an interactive worksheet for independent practice.
The interactivity of the software can be increased through the use of sliders, checkboxes and
perspective changes. Furthermore, GeoGebra has a large material pool and an exam mode. 2

Photomath
One of the most innovative apps that has hit the market in recent years is called Photomath.
Here, users can have mathematical tasks solved by taking pictures with their mobile phone
camera and the correct result is determined within a few seconds. In addition, the solution paths
are also displayed. So, this app is both a curse and a blessing. On the one hand, cheating has
never been made so easy for students, on the other hand, they learn something by displaying
the solution steps. 3 In this way, they can better understand how the task can be solved without
a cell phone camera. The basic arithmetic operations are currently supported, especially when
solving simple equations. The app recognizes decimals, fractions, roots and powers. The
amazing thing is that Photomath not only captures computer writing, but also handwriting.
Linear equations can be solved without any problems, but complicated integral and differential
equations from the upper level cannot yet be solved. These currently overwhelm the app. 4 The
real added value is that instead of wasting a lot of time on headaches, the students spend more
time solving tasks. The playful approach makes it easier to find access to mathematics instead
of constantly despairing. Photomath aims to increase both the understanding and the confidence
of today's students. 5

Minecraft
Minecraft is a computer game in which players can build and dismantle their own three-
dimensional world and recombine materials. You have blocks, materials and tools at your
disposal to do this. Depending on the setting, Minecraft can be played in survival mode with
life points and hunger or in creative mode with unlimited resources and a flight mode. The
player decides for himself which setting he prefers. Due to the player's ability to actively
redesign the game world, Minecraft falls under the category of open-world and sandbox games.
Nevertheless, Minecraft has been used in schools for several years, and the trend is increasing.
The application examples extend across different subjects and grades and offer a large number
of methodological variants. Self-made machinimas in German, dealing with proportionality
through the reconstruction of the school building in mathematics, role-playing games on trade
relations in politics and economy, atomic construction models in chemistry and programmable,
virtual turtles in computer science are examples of possible areas of application in the
educational context. The list cannot be fully recorded because, unlike other digital service tools,
Minecraft spreads largely unnoticed in the school context. With Minecraft Edu from the Finnish
company "Teacher Gaming LLC", which has already sold the game to Microsoft, an easy-to-
administrate version of the game especially for schools is now available in addition to the
classic versions. 6

2
https://cms.sachsen.schule/lademo/computergrafik/geogebra.html; 20.06.2022
3
https://www.sn.at/panorama/medien/diese-app-ist-der-feind-aller-mathe-lehrer-3026554; 29.06.2022
4
https://www.stern.de/digital/smartphones/photomath--diese-smartphone-app-loest-mathe-aufgaben-mit-der-
kamera-3836140.html; 29.06.2022
5
https://photomath.com/de/parents; 29.06.2022
6
TYPO3- Themes Team; 2022; https://www.friedrich-verlag.de/bildung-plus/digitale-schule/medieneinsatz-im-
unterricht/spielerisch-lernen/minecraft-als-lernumgebung/
LearningApps
LearningApps is a free, web-based authoring software and platform that is intended to support
learning and teaching through small interactive modules, multimedia learning modules, the so-
called apps. Users can integrate existing modules directly into learning content, but they can
also create or change them online themselves. The aim is to collect reusable building blocks
and make them publicly available. Formats such as multiple choice, assignment exercises or
fill-in-the-blank tests are available. The apps can be shared with learners via a web link or QR
code or embedded directly in a learning platform via HTML code.

Kahoot
Kahoot is a learning platform designed to enable students to learn through play. It offers the
possibility to integrate interactive media into the lesson. The teacher can either create different
games themselves or select a game that suits them from the already large collection of games.
It is up to the teacher to decide whether the work they produce should be available to the public
or not. The aim of each quiz is to query the level of knowledge of the students on a specific
topic and also to get an evaluation directly. The fact that the learners compete against their
classmates alone or in a team creates enormous motivation to answer the questions correctly. 7

Graphics: Kahoot Design vor Spielbeginn 8

Curriculum-related embedding of gamification in mathematics lessons

In the following, the Bavarian Realschule curriculum for the subject of mathematics is
presented and various options are presented, to what extent the in the first point digital games
and learning platforms presented can be integrated.

class 5

● Learning area 1: natural numbers


● Learning area 2: whole numbers
● Learning area 3: basic geometric ideas and concepts

7
TYPO3- Themes Team; 2022; https://cms.sachsen.schule/lademo/interaktive-medien/kahoot/
8
Anita Sommer, 2022; https://create.kahoot.it/preview/30ebe70d-0eae-48d2-95a7-638480892b50
● Learning area 4: sizes
● Learning area 5: perimeter and area of plane figures
● Learning area 6: evaluation of data 9
For example, the ANTON app could be installed here in learning area 1 to deepen the topic of
number systems.

Graphics: Anton, exercises on Roman numerals 10 Graphics: Anton, Match Roman numerals 11

The graphic on the left shows various exercises that are offered for the Roman numerals. The
exercise "Assigning Roman numerals" is shown on the right as an example. The unit increases
its difficulty with each exercise. At the end of each learning block, the learning progress can be
determined by a test.

In learning area 2, a quiz from the Kahoot learning platform can be used to ensure learning. The
students should arrange whole numbers here (see graphic). The answers are put in the right
order by moving the squares. Immediately after voting, the resolution and then the team's score
is displayed. The quicker the correct answer is entered, the more points the player or team gets.

9
https://www.lehrplanplus.bayern.de/fachlehrplan/realschule/5/mathematik; 20.06.2022
10
https://anton.app/de/lernen/mathematik-5-klasse/thema-01-natuerliche-und-ganze-zahlen/uebungen-11-
roemische-zahlen-kennenlernen/; 20.06.2022
11
https://anton.app/de/lernen/mathematik-5-klasse/thema-01-natuerliche-und-ganze-zahlen/uebungen-11-
roemische-zahlen-kennenlernen/uebung-05/; 20.06.2022
Graphics: Kahoot about „Ordering whole numbers“ 12

Another example of the playful control of learning content in the area of arithmetic with
whole numbers can be seen in the next graphic. The gaps must be filled correctly depending
on the invoice. All types of calculation, addition, subtraction, multiplication and division are
linked with each other.

Graphics: Kahoot about„Calculate with whole numbers“ 13

To convey the basic geometric ideas and concepts (learning area 3), it makes sense to integrate
the geometry software GeoGebra.

For example, points, stretches, straight lines, semi-straight lines, circular lines, circular areas or
sectors of a circle can be digitally drawn by the students with simple means and their properties
(length of a stretch, distance, distance, radius and diameter of the circle) can be examined.

In the coordinate system, geometric figures (triangles, squares, etc.) can be represented very
easily and their characteristic properties can be filtered out. In the graphic below, a specially
created GeoGebra file on the subject of side and vertical angles is presented. The blue dot
labeled "Move me!" allows you to change the crossing of the lines and thus also the size of the
angles. It is very easy to research to what extent the opposing and adjacent angles are related in
terms of their magnitudes.

12
https://create.kahoot.it/preview/45c298c1-f95c-4f5f-889d-c86e7ed75f0d; 20.06.2022
13
https://create.kahoot.it/preview/30ebe70d-0eae-48d2-95a7-638480892b50; 20.06.2022
Graphics: GeoGebra Datei for playfully discovering side and vertical angles

Dealing with the scale in learning area 4 is very often difficult for most students. With the
computer game Minecraft, this challenge can become an unforgettable experience. In small
groups, the learners can measure their own school building and build it in Minecraft to a suitable
scale.

Graphics: Minecraft, digital replica of a school building 14

Thus, they not only deepen the units of length, but also solve everyday problems using suitable
strategies and through mathematical modelling. The students themselves determine a
reasonable scale for the reduction, calculate lengths using the scale and then carry out the digital
reproduction true to scale.

This example of self-experienced, applied and digital mathematics leads to an increase in


motivation and perseverance. The joint true-to-scale reconstruction of a building not only
requires intensive collaboration, but also a high degree of communication skills, the ability to
make compromises and to cope with setbacks. 15

14
Tilo Bödigheimer; Spielerisches Lernen mit Minecraft; https://www.friedrich-verlag.de/bildung-plus/digitale-
schule/medieneinsatz-im-unterricht/spielerisch-lernen/spielerisches-lernen-mit-minecraft/; 20.06.2022
15
Tilo Bödigheimer; Spielerisches Lernen mit Minecraft; https://www.friedrich-verlag.de/bildung-plus/digitale-
schule/medieneinsatz-im-unterricht/spielerisch-lernen/spielerisches-lernen-mit-minecraft/; 20.06.2022
As an example, for the use of the playful learning platform LearningApps, the treatment of the
topic perimeter and area of rectangle and square is mentioned here. For example, as shown in
the graphic below, LearningApps can be used to playfully grasp the concept of scope. The
typical student error of confusing perimeter and area can thus possibly be avoided by making
the perimeter more tangible. In this app, with the help of matchsticks of the same size, the scope
is to be sorted by size. The more matches needed for the figure, the larger the girth.

Graphics: LearningApps; Understanding the concept of scope 16

The graphic below shows another example of the learning platform. The perimeter of a
rectangle and a square are compared. The statements shown fit either one of the two geometric
figures or both. They must therefore be assigned to the rectangle or square and then checked by
pressing the blue button.

Graphics: LearningApps; A comparison of the perimeter of a rectangle and a square 17

class 7
According to the Bavarian curriculum, grade 7I (maths class) deals with the following topics:

● learning area 1: potencies


● learning area 2: parallel displacement

16
https://learningapps.org/11284836; 20.06.2022
17
https://learningapps.org/7071056; 20.06.2022
● learning area 3: triangles
● learning area 4: spatial geometry
● learning area 5: geometric locus lines and locus areas
● learning area 6: terms, equations and inequalities
● learning area 7: proportionalities
● learning area 8: evaluation of data 18

The powers of ten, which can be found in learning area 1 in the curriculum, can be worked out
in a playful way with the ANTON app.

Graphics: Anton; exercises- Powers of Ten 19

Through trial and error, the children explore the meaning of powers of ten and can use the
exponent after just a few tasks.

The development of both geometric learning areas, parallel displacement as well as geometric
locus lines and locus areas, can be very well supported in the classroom with the help of
GeoGebra. By using student iPads or by using the computer room, the students can
independently change points in the app, draw special straight lines and routes and thus work
out and understand mathematical facts. Thus, through the independent development of subject
areas, the motivation and memory of the students is increased.

The graphic below shows how the vector v ⃗ and its given coordinates are changed by moving
the points A and A`. The connection between the image and original point coordinates and the
coordinates of the vector can thus be understood very easily.

18
https://www.lehrplanplus.bayern.de/fachlehrplan/realschule/7/mathematik/wpfg1; 20.06.2022
19
https://anton.app/de/lernen/mathematik-9-10-klasse/thema-01-wurzeln-und-potenzen/uebungen-04-
zehnerpotenzen/uebung-01/
Graphics: GeoGebra; Examination of the vector coordinates

The second image shows the self-created interactive worksheet on the subject of constructing a
perimeter and examining the position of the center of the perimeter in relation to the specified
triangle. The vertices of the triangle can be moved. Depending on how the points are changed,
the center of the circle is either inside or outside the triangle. There is therefore no need for a
complex construction of each individual circle in order to examine the position of the center of
the circle or of the Thales circle. The use of this app should not replace the ability of our students
to construct geometric figures with compasses and rulers, but rather create motivation to work
out more complex relationships.

Graphics: GeoGebra; Examination of the position of the circumcentre

With the Photomath app, it is possible to outsource the improvement of algebraic tasks in class
or for homework for learning area 6 “Terms, equations and inequalities”. Tasks that are
designed for the purely systematic solution of equations or inequalities can be solved by the
students without much effort, with a quick scan, using the Photomath app and the solution steps
can be understood. There is then more time in class to work out problem-solving strategies and
analyze more complex tasks.
Graphics: Photomath; Scan of a linear equation including display of the solution steps 20

Learning area 8, which deals with the topic of "evaluating data", is intended to help students to
understand and critically question everyday graphics, diagrams or statements. At the end of the
learning unit, the level of knowledge can be playfully checked with a Kahoot game.
Since there is already an enormous selection of games on Kahoot.com, the teacher does not
even have to create a quiz himself, but can use the freely accessible question-and-answer tasks
that have already been created. The graphic shows an example of a question on an available
quiz on the subject of "data analysis".

Graphics: Kahoot; Evaluation of given diagrams 21

class 9

Year 9 I (maths class)deals with the following topics:

● learning area 1: real numbers


● learning area 2: centric elongation

20 Denny Fischer; 2019; „Photomath: Mit dieser Android-App löst du fotografierte Rechenaufgaben“;

https://www.smartdroid.de/photomath-mit-dieser-android-app-loest-du-fotografierte-rechenaufgaben/
21
https://create.kahoot.it/details/4a4cda57-233a-4752-affd-87ba05db8ee9; 20.06.2022
● learning area 3: right triangles
● learning area 4: circle
● learning area 5: spatial geometry
● learning area 6: systems of linear equations
● learning area 7: quadratic functions and quadratic equations
● learning area 8: Data and coincidence 22

In learning area 1 of grade 9 I, the real numbers are to be worked on. The ANTON app can be
very useful even for older students, as they can approach the square root by trying it out. This
not only affects understanding how a square root is defined, but also arithmetic with roots.

Graphics: Anton; home- roots 23 Graphics: Anton; Home- counting with roots 24

Even in the 9th grade, the geometric learning areas of right-angled triangles, circles, spatial
geometry and quadratic functions can be illustrated very well with GeoGebra. By
experimenting with various sliders (in the following Fig. with the stretching factor k), the
students recognize the graphic effect a change has on the centrically stretched figure. Among
other things, they understand independently when the image and original figure are on the same
side or on different sides of the center of extension S. The properties of centric stretching can
thus be developed and internalized in a playful way.

22
https://www.lehrplanplus.bayern.de/fachlehrplan/realschule/9/mathematik/wpfg1; 29.06.2022
23
https://anton.app/de/lernen/mathematik-9-10-klasse/thema-01-wurzeln-und-potenzen/uebungen-01-wurzeln/;
12.10.2022
24
https://anton.app/de/lernen/mathematik-9-10-klasse/thema-01-wurzeln-und-potenzen/uebungen-02-mit-
wurzeln-rechnen/; 12.10.2022
Graphics: GeoGebra; Elaboration of the properties of the centric extension 25

GeoGebra can also be used very well when drawing parabolas. A concrete application reference
in practice is always important to the students in particular, so that they see a purpose behind
school mathematics. Teachers are often put to the test with these questions and cannot find any
suitable justifications. A link to the real world can be deliberately created here. The first image
in the following Fig. shows the initial situation of a deliberately misplaced parabola, which is
to be shifted by the sliders of the variables of a quadratic function in such a way that the parabola
assumes the shape of Kaiser Wilhelm's Bridge as precisely as possible (see the Figure below).
The resulting quadratic function is then transferred to the students' exercise books.

Graphics: GeoGebra; Kaiser Wilhelms Bridge; elaboration of the meaning of the variables a, b, c of a parabola; initial situation 26

25
https://www.geogebra.org/m/fzBvpC8D; 26.07.2022
26
https://www.geogebra.org/m/jDnbaAAc#material/vAwmaURM; 26.07.2022
Graphics: GeoGebra; Kaiser Wilhelms Bridge; elaboration of the meaning of the variables a, b, c of a parabola; final position 27

The Photomath app can again be used excellently in learning area 6 "Systems of linear
equations" in order to be able to quickly check yourself for correctness at home or in practice
phases of lessons at school. The students use the app to photograph a linear system of equations
given in handwriting or computer writing. The amazing thing about this is that you can not only
display the individual solution steps for solving a system of linear equations, but also the
geometric meaning of the intersection of two straight lines is made comprehensible. This time
saving has a positive effect in the classroom on working on more complex tasks and thus on
increased problem-solving skills.

Graphics: Photomath, system of linear equations 28

Learning Area 3, Right Triangles, can be deepened through the playful app Kahoot. It is useful,
for example, after the introduction of the three trigonometric functions sine, cosine and tangent.
The meaning of the graphic representation as well as the meaning of this on the unit circle
should also be explained in advance.

27
https://www.geogebra.org/m/jDnbaAAc#material/vAwmaURM; 26.07.2022
28
https://photomath.com/de; 08.07.2022
Graphics: kahoot, trigonometry 29

The students not only have to know the three angle functions and their definitions, but also
understand the graphic meaning of the unit circle in connection with the coordinate system. The
Kahoot app is also relevant in higher grades, as it has a certain competitive character and the
students are very motivated to answer the questions correctly. Furthermore, Kahoot can be used
in the so-called team mode, so that social skills can also be trained here and teamwork can be
expanded.

LearningApps is an example of playful handling of data and coincidence in the 9th grade. This
gives the opportunity to check whether the students have understood what a Laplace experiment
is. Most of the time, however, they find it difficult to understand what it means that every
elementary result of a random experiment has the same probability in the concrete
implementation or assignment. In the image below, you can see that a coin is tossed, so there is
an equal chance that the number or heads will face up. Thus, this random experiment can be
assigned to a Laplace experiment. The visual component gives checking the content a different
depth compared to stupid verbal or even written queries.

29
https://play.kahoot.it/v2/start?quizId=af2b89f4-f7e9-4da1-8c04-c49a7554bc7f; 26.07.2022
Graphics: LearningApps, Laplace-Experiment 30

30
https://learningapps.org/3810046; 26.07.2022

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