Abstract
The ability to count objects is a crucial skill for young children. We report on an experimental study that utilized a Kinect Sesame Street TV intervention designed to support two types of counting activities. We conducted quantitative as well as open-coding based analyses, on video data with 3- and 4-year-olds. The complexity of interactive digital media contexts for mathematical learning is unpacked with the assistance of literature from the fields of mathematics education and cognitive science. We conclude by making recommendations for interactive educational design in general.
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Acknowledgments
We would like to thank Alex Games of Microsoft Studios and Rane Johnson of Microsoft Research for supporting the research that led to these findings, and Jordan T. Thevenow-Harrison of the University of Wisconsin-Madison for his invaluable statistical assistance. Finally, thanks to our advisors and mentors who made this research and analysis possible: Drs. Kurt Squire, Constance Steinkuehler, and Amy B. Ellis. Earlier versions of this paper were published in the Games+Learning+Society 9.0 conference proceedings (Rothschild et al. 2013a) and in the Psychology of Mathematics Education—North American chapter proceedings (Rothschild et al. 2013b).
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Rothschild, M., Williams, C. (2015). Apples and Coconuts: Young Children ‘Kinect-ing’ with Mathematics and Sesame Street. In: Lowrie, T., Jorgensen (Zevenbergen), R. (eds) Digital Games and Mathematics Learning. Mathematics Education in the Digital Era, vol 4. Springer, Dordrecht. https://doi.org/10.1007/978-94-017-9517-3_8
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