Students’ experiences of learning mathematics through games design

Wayne Gallear, Petros Lameras, Craig Stewart

Research output: Chapter in Book/Report/Conference proceedingConference proceedingpeer-review

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This research explored the serendipitous learning of mathematics in a group of Further Education students, after mathematics elements were embedded into the lessons. Data was gathered from students studying a Computer Games Design course. The data was gathered using both quantitative and qualitative methods. The findings indicated that students’ view of mathematics had changed to a more positive one in a positive direction and some students learned mathematics during this process. The data analysis showed has shown that stealth
embedding mathematics within a games design unit helped to deal with barriers to engaging and learning mathematics.
Original languageEnglish
Title of host publicationInternet of Things, Infrastructures and Mobile Applications
Subtitle of host publicationProceedings of the 13th International Conference on Interactive Mobile Communication Technologies and Learning, held on October 31- November 01, 2019 in Thessaloniki, Greece
EditorsMichael E. Auer, Thrasyvoulos Tsiatsos
Number of pages12
ISBN (Electronic)978-3-030-49932-7
ISBN (Print)978-3-030-49931-0
Publication statusE-pub ahead of print - 19 Sep 2020
Event13th International Conference on Interactive Mobile Communication Technologies and Learning - Thessaloniki, Greece
Duration: 31 Oct 20191 Nov 2019

Publication series

NameAdvances in Intelligent Systems and Computing
ISSN (Print)2194-5357


Conference13th International Conference on Interactive Mobile Communication Technologies and Learning
Abbreviated titleIMCL2019
Internet address

Bibliographical note

The final publication is available at Springer via

Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.


  • serious games
  • education
  • serendipitous learning
  • stealth teaching
  • eLearning
  • Stealth teaching
  • Serendipitous learning
  • Education
  • Serious games

ASJC Scopus subject areas

  • Control and Systems Engineering
  • Computer Science(all)


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