The impact of Game-based learning on the achievement of learning goals and motivation for learning mathematics - literature review
Article Quality & Performance Metrics
Readership in this journal
SteadyRanked #2 of 4 articles by views in journal of information and organizational sciences
Bar heights use a square-root scale.
Mint this article as an NFT
Not yet mintedCreate a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.
Abstract
Information technologies are an integral part of a contemporary society which bases its progress on knowledge being one goal of education. Beside acquiring knowledge, skills and routines, the goal of education is to create a complete individual who can rationally and timely make decisions, purposefully react in new situations and be trained for life-long learning. In order to accomplish all this, it is necessary to make educational process more creative, contemporary and adjusted to new generations of computer literate pupils who demand quicker and more frequent interactions, a lot of information at the same time, generations who quickly acquire rules of computer games. Computer games meeting pedagogical criteria should become an integral part of learning. Teaching with mathematical computer games, which fulfil pedagogical criteria, influences pupils’ motivation, learning, retention and forgetting. This paper provides a review of literature in this field and determines whether the use of mathematical computer games contributes to more efficient realisation of educational goals at all level of education. Furthermore, considering prior research we have attempted to establish whether the use of mathematical games for teaching has an impact on the formation of a positive attitude of pupils of different ages toward the subject of mathematics, their motivation and knowledge acquisition when compared to learning without computer games. Finally, we have analysed different research methods concerning this issue and assessed the impact of pedagogically designed mathematical computer games on the realisation of educational goals and quality improvement of teaching and learning.
| Reference Key |
divjak2011thejournal
Use this key to autocite in the manuscript while using
SciMatic Manuscript Manager or Thesis Manager
|
|---|---|
| Authors | Divjak, Blaženka;Tomić, Damir; |
| Journal | journal of information and organizational sciences |
| Year | 2011 |
| DOI |
DOI not found
|
| URL | |
| Keywords | Keywords not found |
Citations
No citations found. To add a citation, contact the admin at info@scimatic.org
ZincirX productsfrom the team behind Journament
-
PatentYazar
Patent drafts for the EPO, USPTO and TürkPatent
From inventor notes to a DOCX draft: description, claims, abstract. The machine drafts, the attorney signs.
See how it works (opens in a new tab) -
Projenator
Have a project idea? Score and plan it with AI
AI scores your idea in five dimensions and builds a phased plan. Your first project is free, no card needed.
Start your first project (opens in a new tab)
Cookies
We use strictly necessary cookies to run the site and keep you signed in. With your permission we would also use Google Analytics to see how the site is used, and Google AdSense to show ads on journal and article pages. Both stay off unless you accept, and you can change your mind at any time. How we use cookies · KVKK notice (Türkiye)
Cookie settings
Comments
No comments yet. Be the first to comment on this article.