Gamification and Coding to Engage Primary School Students in
Learning Mathematics: A Case Study
Raffaella Folgieri
1 a
,
Maria Elide Vanutelli
1 b
, Paola De Vecchi Galbiati
2
and Claudio Lucchiari
1 b
1
Department of Philosophy, Università Statale di Milano, via Festa del Perdono 7, Milan, Italy
2
Disruptive Innovation in Education, Chinese American Scholars Association, NYC, U.S.A.
Keywords: Gamification, Coding, Augmented Didactics, Self-learning, Math Empowerment, Robotics.
Abstract: This paper describes a pilot educational project made in a Primary School in Italy (Scuola Primaria
Alessandro Manzoni at Mulazzano, Milan) implemented in 2016 and 2017. The project was born from a
specific request: the school aimed at improving the results achieved by students aged 7 during the National
Tests for Mathematics since they registered performances lower than the National Average. In this context,
we supported teachers providing information tools and methods to improve performances. Our aim was to
develop new game-oriented approaches to problem-solving, mixing our different experiences and
competences (organization design, information technologies, psychology). We provided a broader spectrum
of parameters tools and keys to understand how to achieve an inclusive approach personalized on students,
involving them and their teachers in the project. This cooperative approach allowed us to collect interesting
observations about learning styles, pointing out the negative impact that standardized processes and
instruments can have on self-esteem and consequently on the performance of pupils. We argue that addressing
pupils in considering mathematics as continuous research and development can increase their performances
in National Tests execution. Children free to realize their own experiments and observations dramatically
improve their involvement and curiosity about Mathematics.
1 INTRODUCTION
In Italy, students are required to take the INVALSI
(Istituto Nazionale per la VALutazione del Sistema
dell'Istruzione) test. INVALSI is an Italian
government institution that submits the annual
standard tests to every Italian school in order to
evaluate the National Education System. The tests are
formulated following the European guidelines, and
they are standard, focused on Italian (language and
literature) and Mathematics.
According to National Education Programs, the
learning objectives for the second grade of primary
school students:
Acquiring a positive attitude towards
mathematics.
Guessing how the mathematical tools are used and
useful in day-by-day practice.
a
https://orcid.org/0000-0002-0589-5275
b
https://orcid.org/0000-0002-9452-802X
c
https://orcid.org/0000-0001-9349-1707
Being confident in mental arithmetic with the
natural numbers.
Understanding texts involving logical and
mathematical aspects.
Describing the procedure to follow in problem
solving and recognizing the different solution
strategies.
Reasoning with assumptions supporting their
ideas and comparing different points of view with
classmates.
Developing cooperative and collaborative
attitudes.
INVALSI tests represent a big deal for students,
always stressed by being assessed (Pagani and
Pastori, 2016). Also for this reason, results might not
correspond the real skills. Thus, the aim of the present
work was to help them improving their performance
at the INVALSI test by developing Information
506
Folgieri, R., Vanutelli, M., Galbiati, P. and Lucchiari, C.
Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study.
DOI: 10.5220/0007800105060513
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 506-513
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
Technologies Supports and Game-oriented teaching
strategies.
Our education approach may be effective in
reaching specific educational aims (e.g. math skills),
empowering psychosocial, and developing more
general thinking skills, which might be included in
the wide construct of creativity (Lucchiari et al.,
2018). In order to think creatively, it is crucial to
enable children to live rich experiences, so to enhance
imagination, provide different perspectives and
nourish flexible thinking. In order to develop
creativity and imagination in a child it’s vital to
provide stimuli and methods to connect them by
different angles. In this way, school-based activities
will allow children to approach problems in a variety
of disciplines as well as everyday life (Rogers, 2012).
The Organisation for Economic Cooperation and
Development (OECD) highpoints creativity as one of
the most important learning goals for the 21st century
(Lucas et al., 2013).
Several studies highlighted the importance of the
creation of an appropriate learning environment,
especially aimed at promoting and support students
creativity and divergent thinking (Lucchiari et al.,
2019). Here we are suggesting that technologies and
cognitive psychology may cross-fertilize educational
sciences in order to produce inspiring learning
environments.
2 METHODS
2.1 Participants
The study was conducted at the Primary School
“Alessandro Manzoni”, in Lodi (Mi), Italy with 7-
years old students, whose registered performances
were lower than the National average, showing the
need to increase their interest in scientific disciplines.
The project involved 23 boys and 23 girls of two
different secondary Classes (24 children in a class and
in 22 children in the other). Also, 3 teachers were
involved. They were not new to innovative projects
since they already realized innovative lessons in past
years developing interdisciplinary projects using
mathematics as a “meta-language” (Coltman, 2007;
Llinares and Valls, 2010; De Vecchi et al., 2016).
2.2 Tools
Several didactic games were developed to help
students to overcome the fear of the test and to find a
personal key to apply a problem-solving approach to
scientific disciplines. Specifically, we composed
didactic materials for teachers, consisting of
laboratorial programs on specific lessons oriented to
involve students in subject-related experiments in the
classroom and some tests allowing teachers to better
understand students’ features (Entwisle and
Ramsden, 2015).
Overall, in designing the laboratories we
considered the need to:
give space to meta-reasoning to link what is being
done now with the general educational activities
(in some cases even with the INVALSI tests);
promote the participation of all, even in different
moments;
increase the psychomotor activation, motivation,
and curiosity through some actual playing time;
use the "thinking aloud" of children as a basis for
the study (Short et al., 1991);
increase the number of specific feedback even in
different ways (emotional, cognitive);
always differentiate between medium / long-term
objectives and short ones.
A set of maths trials has been used to assess maths
skills.
The test we have used was based on the
assumption that mathematical competence is a
multidimensional construct. It is, therefore, important
to explore all of these dimensions, albeit through
short sub scales. In particular, we have evaluated the
following dimensions:
2.3 Procedure
The first step of the project consisted of a cognitive
and psycho-social analysis of the classes, conducted
with the support of the teachers. Then, we observed if
students’ behaviour related to psychological and
cognitive parameters correlated to the mathematical
skills. All the information collected allowed us to
design a gamification strategy to help students to find
their personalized approach to mathematics. We will
focus on those involving technological tools.
2.3.1 The Observation Phase
During the observation phase, we incouraged teachers
and pupils to use computers, Interactive Whiteboards
(LIM) and the game Angry Birds, to verify if these
technological tools could help to catch the children’s
attention in order to empower their learning skills
(Papadakis, 2018). Many of the students already
knew the game and the characters, so they could have
been easily involved in the activities, also soliciting
comments and generalizations. Moreover, in each
Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study
507
class, the teachers immediately identified a pupil able
to work on computers, initially supported by the
teachers and after autonomously, acting as a helper
for the other students, according to a peer-to-peer
support approach (Herrera et al., 2007). In this
scenario, the teachers assumed the role of “primus
inter pares” instead of being a sole guide.
Figure 1: A lesson with Interactive Whiteboards and
personal computers.
The aim of applying these tools consisted in
teaching children the algorithmic thought that is the
ability to organize a series of instructions to achieve
a simple goal. This approach stands at the basis of the
so-called computational thinking, already studied in
literature in the light of coding tools such as Scratch
(Papadakis et al., 2016). Computational Thinking is,
indeed, important to develop the ability to organize
the instructions to perform specific tasks. In general,
the concept of computational thinking is not to be
understood in a legal way, as a kind of higher thought,
more free, creative, heuristic. In our vision, the
development of a computational thinking approach
must be considered as a powerful way to improve
performance in logical-mathematical tasks and, more
generally, in the formal problem-solving.
2.3.2 Phase1: Coding and Robotics
Laboratories
Most children’s problems especially in INVALSI test
consists of the so-called "narrative" problems, i.e.
those problems where narrative text hides the requests
for calculation. This kind of problems causes anxiety
to children (often even to adults) because the required
steps to find a solution to the problem are not easy to
identify. We faced the challenge of how to teach
pupils to extract meaningful data and to apply the so-
called "algorithmic mentality", that is the ability to
break down the main problem in a series of sequential
(or not) steps, connected to each other, to come to the
final solution. This latter is the definition of a coding
activity. Indeed, coding, in general, allows teaching
the algorithmic approach in a practical and funny
way, allowing children to create something.
Moreover, in robotics coding is even more intuitive
and simple, because it becomes concrete (children
can see the result of the programming directly
through the robot's actions).
Considering literature, we chose to run two
laboratories, based on Scratch programming
(Papadakis et al., 2017; Papadakis et al., 2018;
Papadakis and Kalogiannakis, 2017) and on Lego
Mindstorm robotics kit. To start coding activities and
orient them to our purposes, we created some
examples of transformation of INVALSI problems in
activities to be realized through Scratch and through
the robot kit. The activities have been designed to
help children to train and develop on one hand
problem analysis skills and ability in the
decomposition of problems in simpler steps
(algorithmic mentality and problem-solving); on the
other visuospatial abilities.
Scratch (https://scratch.mit.edu/) is a free online
platform developed by MIT (Massachusetts Institute
of Technology), specifically designed for children in
early school years. Through Scratch, children are able
to create interactive stories, animations, and games.
Coding is realized by blocks (simple pre-constituted
modules). Scratch conveys the concepts of sequence
and interactions of actions to be implemented,
allowing children to create even complex
instructions. This approach allows learners to
separate the essentials of a problem from the
narrative, presenting the question visually.
Compared to other platforms, i.e. Code, Scratch
requires greater involvement of the students. The
problem is not presented by the teacher but it
spontaneously arises, as a creative process, soliciting
the development of attitudes in individuating and
analyzing a problem, and researching a solution (the
problem-solving approach). The teacher can simply
illustrate some projects to the students, also asking
them to replicate these examples.
Programming by block in Scratch does not require
to retain anything by memory, Students will only
need to remember the basic concepts (what a sprite is,
the possible actions, and so on). Then, recognizing the
corresponding blocks and positioning them in the area
on the right side of the stage, they can setup and test
the programming steps. All the objects are “self-
explanatory”.
We asked teachers to prepare the lessons
following some specific steps:
Show students several examples of projects,
different in goals to achieve. In this way, teachers
can stimulate children in proposing their own
project to realize (formulating the problem);
CSEDU 2019 - 11th International Conference on Computer Supported Education
508
Make visual representations of the problem on
paper. Although the first attempt is not clear, the
idea will be described in the steps the children
think they need to realize it.
Choose one problem for each student and, where
there are not enough computers, organize small
groups. Every group should realize the project
designed by every participant.
Publish the projects on the Scratch website, to
motivate children and to trace their progress.
The teacher acted only as a tutor leaving full
autonomy to children. In fact, a cognitive activity lead
by personal motivation produces longer lasting
results in terms of the development of logic,
mathematics and scientific intelligence (Schiefele,
1991).
Children were then ready to design and realize
autonomously their projects.
Lego Mindstorm, instead, is a kit providing all it
is needed to create real robots that perform the actions
planned by the learners. The kit includes a free visual
programming tool (EVE) that can be easily used by
the children of the first classes of primary schools to
code even complex robot actions, after an
introduction by the teacher (Papadakis and Orfanakis,
2017). On the Lego Mindstorm website, users can
find videos, instructions, specifications of the blocks,
that are the "units" that, connected together in a visual
way, allow to completely program the actions of a
robot. It is also possible to apply to the First Lego
League Jr and participate in several contests
(http://fll-italia.it/junior/2015/), motivating, in this
way, children and enhancing their ability to compare
with others, developing group cooperation to achieve
a result. The Lego Mindstorm community is very
active and therefore the content available, from which
to take inspiration for classroom activities, are many.
From a methodological point of view, we devoted
both the Scratch and the Lego Mindstorm laboratories
to transpose visual-oriented, geometry and physics
quizzes from the INVALSI test in coding, since these
latter are compatible with coding activities.
In the Lego Mindstorm kit, a visual programming
tool (EVE) is included. As in Scratch, EVE is a block-
based visual programming environment, so both
students and their teachers become confident with the
new tool very quickly, due to an analogy-based
approach.
In the activities made with the Lego Mindstorm
kit, there has been no direct connection with the
INVALSI’s quizzes, because no problem could be
directly translated in robotics. Moreover, all the
activities performed with the robotics kit have been
helpful to acquire and consolidate visual-spatial abili-
ties and the problem-solving approach.
The labs consisted in a first step in introducing
EVE to children, starting from analogy with Scratch.
This step was essential, to reinforce their ability to
proceed following the analogic approach.
In a second step, children have been guided in
building the robots suggested on the kit manual. This
practical activity was performed to reinforce the
visual-spatial skills and the ability to follow a
procedure, decomposing it in simple actions, that is
what students are required in reading and
understanding the INVALSI test.
Finally, students associated the actions
programmed with EVE to a robot, to make concrete
the result of their work. Following some simple
instruction we provided them, expressed as they were
short INVALSI test.
2.3.3 Project Phase2: Gamification
After Phase 1, we developed a set of laboratories
involving children and teachers at various stages:
graphics design, selection of mathematical games,
test development, and game rules’ improvement. This
activity required a great investment of time and
resources, but it allowed to integrate different
disciplines: Italian language, art and design,
mathematics and computer science helping children
to train and enhance several intelligence forms:
creative, synthetic, logical, linguistic, spatial,
collaborative.
We developed several coding sessions inspired by
INVALSI tests with teachers and we observed fear
and boredom that many children perceive when they
face an "examination" as INVALSI will be
dramatically reduced using these devices and
applying the game approach. Playing games, children
will get used to address INVALSI questions, they will
understand the language, the pitfalls and the
resolution keys, just as they do when they play using
APPs like: Dino Dog A Digging Adventure, or
Mickey's Magical Maths World, or Secret Society, or
other games.
We applied Gamification approach to reduce
pupils stress and fear of mathematics. We used game
mechanisms to engage children in solving
mathematical problems as "game challenges".
Coding and Lego made the application of
gamification very simple, as it allowed us to play with
mathematics using reality as a test field. The sessions
designed in this first phase allowed us to produce
immediate feedback for pupils and teachers.
Moreover “gamificating” math exercises the students
had the opportunity to repeat the games several times,
Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study
509
becoming familiar with numbers, operators and
mathematical concepts (Hamari et al., 2014).
During this second phase of the project, teachers
have been introduced also to the use of Brain
Computer Interface (BCI) as a cognitive device to
boost and empower learning. BCIs are EEG-based
headsets simplifying the EEG medical device
(Allison et al., 2007). Born in the context of gaming,
non-invasive, they allow to collect electrival brain
signal from the scalp of an individual through wet or
dry sensors. The collected signal are then transformed
into commands or analysed for research purposes.
BCIs are low cost, as accurate as the medical devices,
Wi-Fi or bluethoot connecte to a computer to collect
and analyse brain rhythms. For these reasons, this
cognitive technology presents a high portability and
don not cause any discomphort in individuals wearing
them, allowing a wide movement freedom in the
experimental environments. Following literature
(Başar et al., 1999), EEG-based BCIs collect the same
medical device rhythms, namely alpha (7 Hz 14
Hz), associated to meditation, relaxation; beta (14 Hz
30 Hz), related to attention, active thinking,
concentration levels; delta (3 Hz 7 Hz), registered
in children and associated with continuous attention
activity (Leeb et al., 2006); theta (4 Hz 7 Hz),
generally related to emotional engagement (Cameli et
al., 2016); gamma (30 Hz 80 Hz), indicating a
cognitive interpretation of multi-sensory signals. The
possibility to collect the above brain rhythmsmakes
BCIs particularly suited to investigate the
mechanisms of learning, memory and attention,
isolating reactions to specific stimuli (Bait and
Folgieri, 2013). Indeed, these devices have been
widely used in research, such as in registering the
response to musical and visual stimuli and recognize
the emotional valence (Folgieri et al., 2014; Folgieri
et al., 2013; Folgieri and Zichella, 2012(a); Folgieri
and Zichella, 2012 (b)); to study the process of visual
creativity (Folgieri et al., 2014); in evaluating the
emotive and cognitive response to stimuli, as in
response to colors (Wiggs and Martin, 1998; Folgieri
et al., 2015), to stereoscopy and monoscopy (Calore
et al., 2012) and also the cognitive response to visual-
perceptive stimuli (Banzi and Folgieri, 2012 (a);
Folgieri and Zampolini, 2014), based on the concept
of priming (Banzi and Folgieri, 2012(b); Soave et al.,
2016).
Within the second phase of the project, we
introduced BCIs in some practical lessons, to show to
the teachers the great potentiality of these cognitive
technology to empower learning skills in students,
working on memory, attention and concentration.
Then, we used the didactic games provided with the
Neurosky (http://neurosky.com/) headset to show
students the visualization of their attention and
concentration levels during a game. In this way,
students had a feedback (a bar indicating the level of
attention) on their ability and became more conscious
of their cognitive status.
3 RESULTS
3.1 Observation Phase
From the described activity, we observed that
students had difficulties in encoding their own
thoughts. Indeed, the generalization process did not
appear linear. For instance, the transition from the
instruction "take a step forward" to "turn left"
appeared to be mediated by a complex understanding
process. We, thus, made two considerations:
The children need not only to achieve a specific
outcome (i.e., "capture the pig and roast it"), but
they also need to consolidate this result over time,
through repeated trials and level advancements.
Moreover, the children’s approach seemed to be
heuristic-exploratory, driven by curiosity rather
than by the search for a logical basis.
The association with the INVALSI test appears
more evident in this case. Thus, we hypothesized
that the development of formalization strategies
could allow children to face the problem-solving
tasks present in the INVALSI test. Indeed, we
argue that, to achieve this goal, children need to
consolidate the proceduralization (through
routines useful to address the problems, according
to the instruction sequences) in order to
understand the representation of a problem and,
then, generalize the approach.
Interesting enough, during this didactic game-
oriented activity, when children found new solving
mechanisms, they spontaneously formulate meta-
cognitive comments, suggesting them also to the
teacher. Easily distractible children have been
involved by others and the achievement of a
milestone in the game acted as a reward and
reinforcement for all the students, who were free to
express emotionally themselves (they rejoice).
We considered these observations with the final
aim of improving children’s performance in the
INVALSI test. Since the results of any mathematical
test are mediated by emotional and motivational
aspects, which often act in a negative way, the
INVALSI tests, regarded as not funny and difficult in
their format, are generally associated to negative
CSEDU 2019 - 11th International Conference on Computer Supported Education
510
attitudes. Even students with high skills could "fail"
simply due to a lack of motivation, causing a decrease
in the levels of attention and inhibiting children's
ability to find connections between the test’s quizzes
and the acquired skills. In this context, and on the
basis of the observation made in the preliminary
phase, we found out that students need to be
supported in the development of a "situated thought",
that is in finding a connection between the test’s
quizzes and their cognitive abilities. In addition,
children must learn to implement situated meta-
cognitive strategies, i.e. they should be able to
recognize cognitive resources required by a task as
previously faced in other tasks.
Starting from our observations, we designed
coding laboratories, taking into account that the
problem of "representation" is the central issue for
children to solve problems.
3.2 Phase 1
Scratch allowed learners to separate the essentials of
a problem from the narrative, presenting the question
visually. In this way, students could overcome the
fear when reading a “narrative” problem and their
performance, as measured on selected INVALSI
quizzes, improved of about the 40%. In addition, by
joining the community of Scratch, teachers, and
learners could share their experience. This latter
possibility increases the children’s motivation and
helps them to develop group cooperation attitudes,
allowing them to achieve better results. Challenges
become an integral part of learning.
The gaming approach allowed children to
overcome any fear about the INVALSI test. In two
weeks, they started to “decode” on their own the
information given by the quizzes, thanks to the
abilities acquired conding (not only logic and
problem-solving approach to mathematical and
scientific problems in general, but also visual-spatial
abilities).
The activities involving the use of the Lego
Mindstorm kit also addressed significant
considerations. Considering the young age of the
students and that the teachers were not expert in
coding, the visual programming tool (EVE) included
in the kit represented a convenient choice. Moreover,
the visual approach also recalled Scratch to students,
allowing them to feel confident also in programming
a robot.
Creating a robot from scratch allowed learners to
make concrete the scientific subjects, which lose their
abstract characteristic. Algorithmic thinking and
problem solving, indeed, are naturally part of the
learning skill needed to design and develop both the
robots’ hardware (the physical appearance) and the
software procedures (the actions, made possible by
visual programming block).
In the activities made with the Lego Mindstorm
kit, there has been no direct connection with the
INVALSI’s quizzes, because no problem could be
directly translated in robotics. Moreover, all the
activities performed with the robotics kit have been
helpful to acquire and consolidate visual-spatial
abilities and the problem-solving approach. Indeed,
since EVE is a visual programming environment,
structuring robots’ actions such as movements helped
students to develop and empower their visual-spatial
skills. In addition, the physical realization of a robot,
made of Lego bricks, allowed students to design the
solution, before realizing the physical object. This
could reinforce both the problem-solving approach
and the visual-spatial skills and the ability to predict
the effectiveness of the final realization.
3.3 Phase 2
The Phase 2 of our project consisted in a preliminary
test of the coding and gamification approach and
outcomes collection is still in fieri. During this
preliminary stage we obtained some interesting
results by using BCIs. Indeed, in the first attempts to
succeed in the games provided with the Neurosky
headset, only the 30% of the students were able to
pilot the characters of the games through the required
task, because they were distracted by their
schoolmates or not able to really focus on the
objective of the game itself. After three lessons, 100%
of students learned how to concentrate on the game
goal. We registered, also, the improvement of their
ability to focus. At the beginning the 30% of the
students was able to achieve a 70% of attention
(relatively to the visual bar proposed by the games)
and the remaining 70% was in the interval 20-40% of
focus. After three lessons, the 87% of the students
was able to achieve a 80% and the remaining 13%
was in the range of 55-79%.
4 CONCLUSIONS
The project gave us interesting hints. The differences
between the two involved classes allowed the
development of dynamics able to support the
children’s personal development.
We registered homogeneous performances in both
the classes. This means that the interdisciplinary and
cooperative work made by the teachers allowed to
Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study
511
reciprocally potentiate, facilitating learning path
whose result will be evident in a very short time.
Targeting personal empowerment and not only to
acquire specific skills allowed children to go deepen
in personal excellences arisen from the project.
In education, gamification is a powerful mean,
allowing propagation of learning, development, and
dissemination of knowledge. This is achieved by
involving children in creating games and problems,
using reality as a testing ground, in our specific case
also including mathematics, and in it, dealing with
INVALSI Tests (Dicheva et al., 2015).
All the classes and the laboratories implemented
were based on gamification (Hamari et al., 2014) and
we observed the following outcomes:
produced immediate feedback
allowed the repetition of activities
aroused intrinsic motivation
provided a multidisciplinary perspective
gave the possibility of a future self-replication
These gamification characteristics reduce anxiety and
boredom and provide positive emotion in learning,
letting students replicate the self-learning process
(Csikszentmihalyi, 2014).
The "apparent passivity" of teachers pushed
children searching for autonomous solutions, trying
and learning from their own mistakes thus developing
a problem-solving-oriented approach. (Gardner and
Davis, 2013). The "try and error” method helps
children to reduce "test and evaluation anxiety” and
to increase their curiosity (Montessori, 2008; Munari,
2004).
This case study highlighted that the construction
of educational tools and processes based on the
gamification and integration of different disciplines
favour the harmonious growth of the individual. The
application of gamification to education enables rapid
and harmonious development of self-awareness, self-
adaptation and self-learning. Due to its success, the
project followed up, and teachers and students have
been involved in even more complex coding
activities.
We argue that the key of gamification consists in
enhancing our natural attitude to approach real
problems. In a next step, we’ll increase the difficulties
children will have to face, just like when playing
games, also involving students in a game design.
The students involved in the present study are
currently in the fifth class of Primary School and we
are waiting the results of the INVALSI test that will
take place in June 2019. The original group of pupils
is working well in math and the students show even
more autonomy. They are currently taking part to the
Transalpine Mathematical Rally
(http://www.armtint.org/index.php) and to The
Computer Science Bebras (https://www.bebras.it/).
The last simulation (February 2019) made by
these student (now aged 10) were satisfactory and,
above all, the students in difficulty have performed
very well.
REFERENCES
Allison, B. Z., Wolpaw, E. W., Wolpaw, J. R., 2007. Brain-
computer interface systems: progress and prospects.
Expert review of medical devices, 4(4), pp. 463-474.
Bait, M., Folgieri, R., 2013. English Language Learning
and Web Platform Design: The Case of Dyslexic Users.
International Journal of Innovation in English
Language Teaching and Research, 2(2), p. 177.
Banzi, A., Folgieri, R., 2012. EEG-based BCI data analysis
on visual-priming in the context of a museum of fine
arts. In International Conference on Distributed
Multimedia Systems, Knowledge Systems Institute, pp.
75-78. (a)
Banzi, A., Folgieri, R., 2012. Preliminary results on
priming based tools to enhance learning in museums of
fine arts. In Electronic imaging & the visual arts: EVA
2012 Firenze University Press, pp. 142-147. (b)
Başar, E., Başar-Eroğlu, C., Karakaş, S., Schürmann, M.,
1999. Are cognitive processes manifested in event-
related gamma, alpha, theta and delta oscillations in the
EEG?. Neuroscience letters, 259(3), pp. 165-168.
Calore, E., Folgieri, R., Gadia, D., Marini, D., 2012.
Analysis of brain activity and response during
monoscopic and stereoscopic visualization. In
Proceedings of IS&T/SPIE’s 24th Symposium on
Electronic Imaging: Science and Technology, San
Francisco, California.
Cameli, B., Folgieri, R., Carrion, J. P. M., 2016. A Study
on the Moral Implications of Human Disgust-Related
Emotions Detected Using EEG-Based BCI Devices. In
Advances in Neural Networks, Springer International
Publishing, pp. 391-401
Csikszentmihalyi, M., 2014. Applications of flow in human
development and education. Dordrecht: Springer.
Coltman, P., 2007. Talk of a number: selfregulated use
of mathematical metalanguage by children in the
foundation stage, Early Years, 26:1, pp. 31-48.
De Vecchi Galbiati, P., Folgieri, R. and Lucchiari, C., 2017.
Math empowerment: a multidisciplinary example to
engage primary school students in learning
mathematics. Journal of Pedagogic Development,
volume 7, sse 3, pp. 44-58.
Dicheva, D., Dichev, C., Agre, G., Angelova, G., 2015.
Gamification in education: a systematic mapping study,
Educational Technology, JSTOR
Entwistle, N. and Ramsden, P., 2015. Understanding
student learning (routledge revivals). Routledge.
Folgieri, R., Bergomi, M. G., Castellani, S., 2014. EEG-
based brain-computer interface for emotional
involvement in games through music. In Digital Da
CSEDU 2019 - 11th International Conference on Computer Supported Education
512
Vinci, pp. 205-236. Springer New York.
Folgieri, R., Lucchiari, C., Cameli, B., 2015. A Blue Mind:
A Brain-Computer Interface Study on the Cognitive
Effects of Text Colors. British Journal of Applied
Science & Technology, Vol.: 9, Issue: 1.
Folgieri, R., Lucchiari, C., Granato, M., Grechi, D., 2014.
Brain, Technology and Creativity. BrainArt: A BCI-
Based Entertainment Tool to Enact Creativity and
Create Drawing from Cerebral Rhythms. In Digital Da
Vinci, pp. 65-97. Springer New York.
Folgieri, R., Lucchiari, C., Marini, D., 2013. Analysis of
brain activity and response to colour stimuli during
learning tasks: an EEG study. In Color Imaging:
Displaying, Processing, Hardcopy, and Applications,
p. 86520I.
Folgieri, R., Zampolini, R., 2014. BCI promises in
emotional involvement in music and games. Computers
in Entertainment (CIE), 12(1), 4.
Folgieri, R., Zichella, M., 2012. A BCI-based application in
music: Conscious playing of single notes by
brainwaves. Computers in Entertainment (CIE), 10(1),
1. (a)
Folgieri, R., Zichella, M., 2012. Conscious and unconscious
music from the brain: design and development of a tool
translating brainwaves into music using a BCI device.
In 4th International conference on applied human
factors and Ergonomics: proceedings. CRC press. (b)
Gardner, H., Davies, K., 2013. The APP Generation,
English I Edition, New Haven, Yale University Press.
Hamari, J., Koivisto, J., Sarsa, H., 2014. Does gamification
work? a literature review of empirical studies on
gamification, Hawaii International, ieeexplore.ieee.org
Herrera, C., Grossman, J.B., Kauh, T.J., Feldman, A.F. and
McMaken, J., 2007. Making a difference in schools:
The Big Brothers Big Sisters school-based mentoring
impact study. Public/Private Ventures.
Leeb, R., Keinrath, C., Friedman, D., Guger, C., Scherer,
R., Neuper, C., ... Pfurtscheller, G., 2006. Walking by
thinking: the brainwaves are crucial, not the muscles!.
Presence: Teleoperators and Virtual Environments,
15(5), pp. 500-514.
Llinares, S., Valls, J., 2010. Prospective primary
mathematics teachers’ learning from on-line
discussions in a virtual video-based environment,
Journal of Mathematics Teacher Education, April
2010, Volume 13, Issue 2, pp 177196.
Lucas, B., Claxton, G., Spencer, E., 2013. Progression in
Student Creativity in School: First Steps Towards New
Forms of Formative Assessments. OECD Education
Working Papers, 86(86), 45.
Lucchiari, C., Sala P., Vanutelli, M. E., 2018. Promoting
creativity through transcranial direct current
stimulation (tDCS). A critical review. Frontiers in
behavioral neuroscience, 12, 167.
Lucchiari, C., Sala, P. M., Vanutelli, M. E., 2019. The
effects of a cognitive pathway to promote class creative
thinking. An experimental study on Italian primary
school students. Thinking Skills and Creativity, 31, pp.
156-166.
Montessori, M., 2008. Spontaneous Activity in Education,
English I Edition, Oxford, Benediction Classics
Munari, B., 2004. Laboratori Tattili (Tactile Experiments),
Italian II Edition, Mantova, Corraini.
Pagani, G. Pastori V., 2016. What Do You Think about
INVALSI Tests? School Directors, Teachers and
Students from Lombardy Describe Their Experience.
Journal of Educational, Cultural and Psychological
Studies (ECPS Journal) 13: 97.
Papadakis, S., 2018. The use of computer games in
classroom environment. International Journal of
Teaching and Case Studies, 9(1), 1-25. 10
Papadakis, S., Kalogiannakis, M., 2017. Using
Gamification for Supporting an Introductory
Programming Course. The Case of ClassCraft in a
Secondary Education Classroom. In Interactivity,
Game Creation, Design, Learning, and Innovation.
Springer, Cham, pp. 366-375.
Papadakis S., Kalogiannakis, M., 2018. Using Gamification
for Supporting an Introductory Programming Course.
The Case of ClassCraft in a Secondary Education
Classroom. In A. Brooks, E. Brooks, N. Vidakis (Eds).
Interactivity, Game Creation, Design, Learning, and
Innovation. ArtsIT 2017, DLI 2017. Lecture Notes of
the Institute for Computer Sciences, Social Informatics
and Telecommunications Engineering, Switzerland,
Cham: Springer, vol 229, pp. 366-375.
Papadakis S., Orfanakis V., 2017. The Combined Use of
Lego Mindstorms NXT and App Inventor for Teaching
Novice Programmers. In: Alimisis D., Moro M.,
Menegatti E. (Eds.), Educational Robotics in the
Makers Era. Edurobotics 2016.
Papadakis, S., Kalogiannakis, M., Orfanakis, V., Zaranis,
N., 2017. The Appropriateness of Scratch and App
Inventor as Educational Environments for Teaching
Introductory Programming in Primary and Secondary
Education. International Journal of Web-Based
Learning and Teaching Technologies (IJWLTT), 12(4),
pp. 58-77. doi:10.4018/IJWLTT.2017100106
Papadakis, St., Kalogiannakis, M., Zaranis, N., 2016.
Developing fundamental programming concepts and
computational thinking with Scratch, Jr in Preschool
Education. A case study. International Journal of
Mobile Learning and Organisation, 10(3), pp. 187-202.
Rogers, C., 2012. On Becoming a Person: A Therapist’s
View of Psychotherapy.
Schiefele, U., 1991. Interest, learning, and motivation,
Educational psychologist, 26(3-4), pp.299-323.
Short, E. J., Evans, S. W., Friebert, S. E., Schatschneider,
C. W., 1991. Thinking aloud during problem solving:
Facilitation effects. Learning and Individual
Differences, 3(2), pp. 109-122.
Soave, F., Folgieri, R., Lucchiari, C., 2016. Cortical
correlates of a priming-based learning enhancement
task: A Brain Computer Interface study.
Neuropsychological Trends.
Wiggs, C. L., Martin, A., 1998. Properties and mechanisms
of perceptual priming. Current opinion in
neurobiology, 8(2), pp. 227-233.
Gamification and Coding to Engage Primary School Students in Learning Mathematics: A Case Study
513