The Use of Gamification in the Mathematics Teaching-Learning Process

The Use of Gamification in the Mathematics Teaching-Learning Process

Turning Challenges into Opportunities through a Didactic Sequence

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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. Anal...