Use Gamification Mathematics Teaching Learning by Dos Santos (10 results)

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Taschenbuch. Condition: Neu. The Use of Gamification in the Mathematics Teaching-Learning Process | Turning Challenges into Opportunities through a Didactic Sequence | Arleide Conceição Dos Santos (u. a.) | Taschenbuch | Englisch | 2025 | Our Knowledge Publishing | EAN 9786208975210 | Verantwortliche Person für die EU: SIA OmniS…criptum Publishing, Brivibas Gatve 197, 1039 RIGA, LETTLAND, customerservice[at]vdm-vsg[dot]de | Anbieter: preigu.

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Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 element…s 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. Analysis of the results indicated an improvement in the students' academic performance and in the development of cognitive and socio-emotional skills, such as critical thinking, problem solving and collaboration. The implementation of gamification, although challenging, was successful due to careful planning, the personalization of activities and the use of educational technologies. 60 pp. Englisch.

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Seller: Biblios, frankfurt am main, HESSE, GermanyBiblios
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Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 60 pp. Englisch.

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Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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 int…o 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. Analysis of the results indicated an improvement in the students' academic performance and in the development of cognitive and socio-emotional skills, such as critical thinking, problem solving and collaboration. The implementation of gamification, although challenging, was successful due to careful planning, the personalization of activities and the use of educational technologies.