2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environ 2022
DOI: 10.1109/hnicem57413.2022.10109470
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Promoting Student Thinking and Engagement Through Question-Based and Gamified Learning

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Cited by 14 publications
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“…For instance, researchers (e.g., Bragg, 2007;Mavridis et al, 2017) have utilized digital games as supplementary teaching tools in mathematics education and found that the implementation of DGBL positively influenced students' attitudes towards the subject. This positive impact can be attributed to the enjoyable learning experience during gameplay (Howard, 2023;Valderama et al, 2022), which potentially leads to a shift in attitudes and an increased appreciation for mathematical concepts. Notably, this finding underscores the significant motivational appeal of DGBL, making even complex subjects like Mathematics more engaging and enjoyable (Lozano et al, 2023).…”
Section: Students' Attitude Towards Playing Digital Gamesmentioning
confidence: 99%
“…For instance, researchers (e.g., Bragg, 2007;Mavridis et al, 2017) have utilized digital games as supplementary teaching tools in mathematics education and found that the implementation of DGBL positively influenced students' attitudes towards the subject. This positive impact can be attributed to the enjoyable learning experience during gameplay (Howard, 2023;Valderama et al, 2022), which potentially leads to a shift in attitudes and an increased appreciation for mathematical concepts. Notably, this finding underscores the significant motivational appeal of DGBL, making even complex subjects like Mathematics more engaging and enjoyable (Lozano et al, 2023).…”
Section: Students' Attitude Towards Playing Digital Gamesmentioning
confidence: 99%