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Educational researchers have proposed computer games as a math learning tool with considerable potential in teaching mathematics in context and boosting affect and motivation (Fe, 2008). Within the Australian Curriculum the Mathematics domain aims to ensure that students:

- Are confident, creative users and communicators of mathematics, able to investigate, represent and interpret situations in their personal and work lives and as active citizens
- Develop an increasingly sophisticated understanding of mathematical concepts and fluency with processes, and are able to pose and solve problems and reason in Number and Algebra, Measurement and Geometry, and Statistics and Probability
- Recognise connections between the areas of mathematics and other disciplines and appreciate mathematics as an accessible and enjoyable discipline to study (VCAA, 2012).

The Mathletics website is directed towards the first two aims within the Mathematics domain of the Australian Curriculum.

Mathletics aims to cover all aspects of mathematics, the website professes to contain over 1000 learning activities for students aged 5 through to 18, responding to each students individual strengths and weaknesses, it lets students know if they are on the right track and if they can improve at their own pace. Over 10,000 schools and 3.5 million students access the website worldwide, providing step-by-step animated support 24 hours a day, and allowing students worldwide to challenge each other in real-time games of speed and skill. With weekly reports e-mailed to parents Mathletics is committed to providing a world leading mathematics recourse however, it is at a cost (Mathletics, 2012). Ke (2013) examined the implementation computer mathematics games as an anchor for the tutoring of mathematics, with findings suggesting that there was an improvement in students’ performance after a game-based tutoring program. Ke (2008) also examined the impact of computer math games on students’ math performance and math learning attitudes, results indicated that digital game based learning in a cooperative goal structure (the ways in which students will interact with each other and the teacher to achieve the goal) was most effective in promoting positive math attitudes.

Ke, F. (2013). Computer-game-based tutoring of mathematics. *Computers & Education*. 60. Page 448-457. Date Retrieved: 1 November 2012. Retrieved From: ScienceDirect

Ke, F. (2008). Alternative goal structures for computer game-based learning. *Computer-Supported Collaborative Learning*. 3. Page 429-445. Date Retrieved: 13 November 2012. Retrieved From: ProQuest

Victorian Curriculum and Assessment Authority (VCAA). (2012). *The Australian Curriculum in Victoria: Welcome to AusVELS. *Date Retrieved: 12 November 2012. Retrieved From: http://ausvels.vcaa.vic.edu.au/