This article is taken from the
introduction to "Geometry Games", a photocopiable resource
published by The Association of Teachers of
Mathematics .
When I first started to work on
the use of games in the classroom, I was amazed that so little
justification existed for their use. The assumption seems
to be that games are fun and so they are a good thing to do.
Setting up games in the classroom is time consuming in terms of
preparation of equipment and demanding from an organisational
point of view. Also, in some ways, it leads to a loss of teacher
control of pupil learning, as well as the loss of the volume of
recorded pupil activity produced by more formal activities. I
felt therefore that a deeper analysis of what goes on when games
are used as a pedagogic device was needed. Over three years I
spent many hours watching groups of children playing games and
tried to perceive the kind of learning opportunities there were.
Many of this set of games were invented, often with the help of
the pupils, during this time. Others were tested out on seminar
groups at the ATM conference.
I observed many interesting outcomes of playing games, some of
them were fairly obvious, but others only struck me as time went
on. I believe it is important to look at these because it is only
too easy for critics to say that playing a game is not doing
proper mathematics and that there is no record of what the pupils
have done. The latter can to some extent be overcome, if overcome
it must be, by asking the pupils to write about what they did
while playing the game.
The outcomes of this work are divided into three categories;
learning, ways of working and pupil experience.
Learning
A game can generate an
unreasonable amount of practice
By unreasonable I mean that the pupils carry out far more
practice in geometric vocabulary and reasoning than they would be
expected to do or ever manage to get through if they were faced
with a conventional textbook exercise. This happens partly
because they are working orally but also because their attention
is on carrying out a 'move' in the game and not on how much work
they are having to do. It seems to give a sense of purpose to
what is required of them.
Geometric games create a context
for using geometric reasoning
Pupils do not necessarily find it natural to work with the
properties of shapes, but many of these games require them to
relate these properties to the shapes in a flexible way as they
try to win the game.
A game will often result in the
making of generalised statements
Not all games have this potential, but many do. For example when
playing Quadrilateral Sets I was intrigued to be told by one of
the players that he would not give this property to square
because 'square has such a lot of properties'.
A game can allow the
introduction of ideas that are difficult to develop in other
ways.
In particular within these games it is the skill of understanding
a diagram and visualising its properties and relationships. For
example since shapes are shown in different orientations on the
cards and the cards are inevitably being viewed from different
angles, a lot of work can be done on recognising for example, a
square whichever way up it is. Other forms of visualisation such
as congruence and the angle in the same segment are also included
within the games.
Games seem to be able to lead
pupils to work above their normal level
A game does not define the academic limits of the work in any way
and since there is a natural wish to win, pupils will often
devise ways of looking at the work they are doing which lead them
way beyond what they are expected to achieve. The game situation
appears to free the pupils from feeling a need to do something
which the teacher wants and expects, thus allowing them to think
freely about the situation.
Ways of working
A game leads pupils to talk
mathematics
I cannot prove that this is important but I came to believe that
the need to talk about and justify one's moves leads pupils to
talk about the properties of shapes far more than they would in
completing a conventional exercise. One does not normally talk
out loud about the properties of the shapes involved if they are
in an exercise! This process was helped considerably by asking
pairs of pupils to work together as a single player. This I would
also strongly recommend because...
A game can create discussion of
all kinds
This is greatly enhanced by the pairing technique described
above, because the partners have to verbalise their ideas about
the next move to each other and justify their opinions. This not
only helps them, but can be very informative for a passing
teacher who can eavesdrop and assess where they have got to in
their thinking. Co-operative games can be very useful in creating
discussion too.
Games put pressure on players to
work mentally
This is obvious in many ways but it is easy to overlook the fact
that geometry almost always requires drawing and/or written work
for the pupils. The provision of shapes and properties on cards
means that they can be worked on mentally rather than on paper.
This must be a great relief to those whose drawing skills are
limited!
A game does not define the way
in which a problem is to be solved or worked out
For example when a class is trying to guess which shape has been
chosen in 'Shape Guess' the way in which they pose questions is
for them to work out. In a property sorting game there is no laid
down strategy for getting the properties and shapes to
match.
A game often can be played at
more then one level
As a result of the previous property of games, it is possible for
the players to play the game with more or less skill or
perception depending on their own competence. They will often
learn to develop their level of play by watching and listening to
the other players.
Pupil experience
This last set of outcomes were the ones of which I only gradually
became aware and which I see as of particular interest because so
many of them are concerned with the players' feelings about what
is happening.
It is acceptable to learn the
rules of a game gradually
No-one expects to be able to learn all the rules of a game at
once. Pupils do not seem to distinguish between the procedural
rules and the mathematical rules. This allows pupils to query the
mathematical rules without loss of face. For example it frees
them to continue to query the definition of a rhombus until they
feel confident about it.
Games are played in a context in
which there is usually unthreatening help available
When a game is played by pairs then a pupil's partner is always
there to help make decisions about what to do or to explain
something which her partner does not understand. In addition in
most groups other players will make suggestions if a player is
stuck, if only to keep the game moving on. For example when a
pairs game is played there is usually ample advice from other
players as to whether they 'match' or not!
The pieces used in a game are
concrete objects
When a pupil is faced by a set of examples to work he feels
pressure to answer them in the given order and there is a sense
of failure if one proves too hard. Very often, in a game, there
is a choice of which 'piece' one uses. In playing a property card
or a shape one can often choose to use first the one which one
feels most confident about. I have had cards held out to me for
help - much more expressive than pointing to a problem on a page!
I have even found cards under the table and wondered whether they
had been dropped to get rid of them! There are perhaps
implications here about setting formal exercises which do not
have numbers and are scattered randomly on the page and inviting
the pupils to solve them in the order that they prefer. Or even
perhaps presenting problems on a set of cards, but that would be
hard to organise!
A game allows a pupil to hide
until he feels confident
In watching groups of pupils playing games I noticed that there
were those who played quietly and rather mechanically for a while
and then suddenly started to join in and make suggestions. It
seemed that in a game situation they had the freedom to assess
the situation without pressure until they felt they had things
sorted out and then to contribute in a more positive
fashion.
Clearly there are other types of activity which produce many of
these outcomes, only some of them are in any way unique to the
game playing situation. However what seems clear to me is that
games are a way of reducing teacher domination and control of the
situation in a way which has positive outcomes for the learners.
Introducing games in the classroom
If a game is to be played by the whole class at the same time,
working in groups of 6 or so, then clearly some thought has to be
given to how the pupils are taught the rules and procedures of
the game. What follows here are some thoughts about how to make
this as efficient as possible.
It will be noted that although the games in this booklet are
organised by the area of geometry to which they relate, there are
in each section games of a similar type, e.g. pairs games. The
re-use of different types of game for different mathematical
purposes simplifies their introduction greatly as the class have
only to be told that it is a pairs game or a happy family game
and they know how to play it. At most it may be necessary to look
at the particular type of card to be used.
In teaching games to large groups I have found three different
methods that work well depending on the game and the
situation.
- Introduce the game to one group of pupils while the others
are completing some individual work and then divide the whole
class into groups, putting one of the first group into each
group to teach the game to the group.
- Play the game with the class divided into the groups in
which they will subsequently play and play the game with the
whole class, each group acting as a single player.
- Choose a set of pupils to come to the front of the class
and play the game as a demonstration, possibly with assistance
in decision making from the whole class. If this is done it may
be useful to have large-size cards, which can be seen by the
whole class or cards made from OHT film and cut up so that they
can be projected.
The use of pairs working as a single player has already been
discussed as a way of encouraging discussion and indeed concept
development. It has other advantages in that a larger number of
pupils can use the same set of materials, so that there are
fewer groups in the classroom to set-up and manage and less
materials to produce and store!
Storage is inevitably a problem and I found myself losing and
remaking sets of games until I adopted the system of keeping a
class set of any particular game in a plastic box clearly
marked with its name! Plastic bags of games do not work at all
well. If the pupils can manage the size of card shown in this
book, then it is quite easy to store class sets in a small box.
I found that they were big enough, but the cards can, of
course, be enlarged if this is felt desirable.
"Geometry Games", a photocopiable resource
produced by Gillian Hatch, is available from the
Association of Teachers of Mathematics
ATM have also published What Kind
of Game is Algebra? , a photocopiable resource with more than
50 algebra games also produced by Gillian Hatch.