The Use of Gamification in the Mathematics Teaching-Learning Process

About The Book

This book investigates the use of gamification in the teaching-learning process of mathematics in the 8th grade with a focus on understanding and applying affine functions. Gamification defined as the incorporation of game elements into non-playful contexts proved to be an effective methodology for increasing student engagement and motivation promoting a more dynamic and inclusive learning environment. The didactic sequence developed used games and interactive activities to teach mathematical concepts allowing students to apply theoretical knowledge in a practical and meaningful way. Analysis of the results indicated an improvement in the students' academic performance and in the development of cognitive and socio-emotional skills such as critical thinking problem solving and collaboration. The implementation of gamification although challenging was successful due to careful planning the personalization of activities and the use of educational technologies.
Piracy-free
Piracy-free
Assured Quality
Assured Quality
Secure Transactions
Secure Transactions
Delivery Options
Please enter pincode to check delivery time.
*COD & Shipping Charges may apply on certain items.
Review final details at checkout.
downArrow

Details


LOOKING TO PLACE A BULK ORDER?CLICK HERE