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European Conference on Games Based Learning (ECGBL)
The author argues that mathematics is essential for civic participation in a data-driven society, yet science centres rarely present advanced content.
This paper examines whether casual, game-based exhibits can make advanced mathematics engaging in science centre settings, where visitors participate voluntarily, interactions are brief, and exhibits compete for attention. The study centres on three interactive games developed for Mathrix, a mathematics exhibition opened in 2023 at Sweden's national science centre Universeum and aimed at teenagers aged 13 to 18. The games address Nash equilibrium in game theory, Voronoi diagrams, and the relationship between a curve and its tangent. The author argues that mathematics is essential for civic participation in a data-driven society, yet science centres rarely present advanced content, and that casual games offer a suitable format for voluntary, social, time-limited encounters.
The empirical basis combines a visitor movement study covering the whole exhibition, which recorded 2,383 visitor-exhibit interactions across 22 exhibits, with video-based interaction analyses of gameplay at the Nash and Voronoi exhibits. The three game exhibits achieved interaction rates of 36 to 40 percent, placing them among the most engaging in the exhibition, compared with 6 to 10 percent for the least engaging. In the Nash game, five groups played 21 games, and at least one player in every group adopted a distrustful winning strategy. In the Voronoi study, 20 groups playing 86 games produced conversations in which 73 percent concerned learning, with mathematical reasoning evident at three levels of strategic thinking. The Tangent exhibit had not yet been evaluated with visitors at the time of writing.
From these cases the author derives five design principles: intrinsic integration of learning content and game mechanics, hybrid physical-digital interaction, simple and clear goals, simple actions paired with challenging mastery, and multisensory experiential learning content. The study is limited to three exhibits in one science centre and a modest number of visitor groups, and the author calls for further validation across domains, longer-term engagement studies, and investigation of transfer to formal mathematics learning.
European Conference on Games Based Learning (ECGBL) · 2024