2023
DOI: 10.3390/su152115615
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The Influence of Gamification on High School Students’ Motivation in Geometry Lessons

Karina Fuentes-Riffo,
Pedro Salcedo-Lagos,
Cristian Sanhueza-Campos
et al.

Abstract: The primary aim of this study is to introduce a didactic programme that incorporates gamification in geometry classes for high school students. The purpose of this programme is to boost students’ motivation towards learning. In the present educational scenario, the role of information and communication technologies (ICT) is paramount. Gamification has the potential to enhance the learning process by integrating game elements into non-game environments. This approach is deemed necessary as emotional factors in … Show more

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Cited by 2 publications
(1 citation statement)
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“…A study by Morawski and Wolff-Seidel [44] also shows that video games in geography education have a high potential for promoting deeper understanding, but the games must be thematically appropriately embedded in the lesson [44]. Digital games can increase motivation and engagement in the classroom; this finding should not be ignored [2,9,12,16,33,77].…”
Section: Discussionmentioning
confidence: 99%
“…A study by Morawski and Wolff-Seidel [44] also shows that video games in geography education have a high potential for promoting deeper understanding, but the games must be thematically appropriately embedded in the lesson [44]. Digital games can increase motivation and engagement in the classroom; this finding should not be ignored [2,9,12,16,33,77].…”
Section: Discussionmentioning
confidence: 99%