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{ "item_title" : "The Use of Gamification in the Mathematics Teaching-Learning Process", "item_author" : [" Arleide Conceição Dos Santos", "Flávia Gonçalves Fernandes "], "item_description" : "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 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.", "item_img_path" : "https://covers3.booksamillion.com/covers/bam/6/20/897/521/6208975212_b.jpg", "price_data" : { "retail_price" : "51.00", "online_price" : "51.00", "our_price" : "51.00", "club_price" : "51.00", "savings_pct" : "0", "savings_amt" : "0.00", "club_savings_pct" : "0", "club_savings_amt" : "0.00", "discount_pct" : "10", "store_price" : "" } }
The Use of Gamification in the Mathematics Teaching-Learning Process|Arleide Conceição Dos Santos

The Use of Gamification in the Mathematics Teaching-Learning Process

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Overview

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 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.

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Details

  • ISBN-13: 9786208975210
  • ISBN-10: 6208975212
  • Publisher: Our Knowledge Publishing
  • Publish Date: June 2025
  • Dimensions: 9 x 6 x 0.14 inches
  • Shipping Weight: 0.21 pounds
  • Page Count: 60

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