2018 IEEE Frontiers in Education Conference (FIE) 2018
DOI: 10.1109/fie.2018.8658950
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Evaluating the use of gamification in mathematics learning in primary school children

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Cited by 28 publications
(19 citation statements)
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“…According to the literature review, mathematics is one of the STEAM areas that has been least considered so far in gamification (4). Studies of gamification in mathematics have mainly focused on the effect of this method on students' learning outcomes [21][22][23][24]28], reporting data, to some extent divergent, related to students' engagement, motivation, or satisfaction [1,2,24].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…According to the literature review, mathematics is one of the STEAM areas that has been least considered so far in gamification (4). Studies of gamification in mathematics have mainly focused on the effect of this method on students' learning outcomes [21][22][23][24]28], reporting data, to some extent divergent, related to students' engagement, motivation, or satisfaction [1,2,24].…”
Section: Discussionmentioning
confidence: 99%
“…In mathematics education, as an area that is part of STEAM education, gamification is present from the first educational levels [21,22] and throughout all the stages, especially in secondary education [23]. Computer science, social sciences, engineering, and mathematics are, in this order, the most reported areas in the gamification of education [4].…”
Section: Introductionmentioning
confidence: 99%
“…Different studies have ascribed correlation between more time spent on gamification activities in the classroom and improved academic results to the fact that the game itself stimulated concentration and boosted cognitive skills in children (Drummond & Sauer, 2014;Hartanto et al, 2018). In Mathematics, it was observed that gamification created significant relations for the learning process (Cunha et al, 2019), increased intrinsic motivation (Hallifax et al, 2020;Jagust et al, 2017), and was a more attractive option than traditional school work with pen and paper (Kickmeier-Rust et al, 2014). The same was found in Sciences, where gamification helped boost motivation (Hursen & Bas, 2019), in Geography, where higher levels of interest and enjoyment were noted in the learning process (Hong & Masood, 2014), and even in History, a subject traditionally prone to student disinterest (Martínez-Hita et al, 2021).…”
Section: Gamification and Academic Performancementioning
confidence: 99%
“…In mathematics education, it is seen that the effects of gamification on students' motivation, attitudes, mathematical engagement and mathematical knowledge and skills are examined, and gamification is used in eliminating various mathematical difficulties (Cunha, Barraqui & De Freitas, 2018;Jagust, Boticki & So, 2018;Widodo & Rayahu, 2019;Toda, do Carmo, Mesquita, da Silva, & Brancher, 2014). Given that gamification studies are an approach to eliminate learning difficulties, the question of whether gamification research is focused on numbers mostly due to the fact that there is more difficulty in numbers occurs.…”
Section: Math Topics Focused With Regards To Participants' Gradementioning
confidence: 99%