THE STUDY OF EFFECTIVENESS OF GAMIFICATION IN TEACHING MATHEMATICS

Authors

  • Saidova Farangiz Sariosiyo district 1 primary school teacher

Keywords:

educational games, mathematical education, students' activity, motivation, learning results.

Abstract

This article explores the potential benefits of incorporating educational games into mathematics education to increase student engagement, motivation , and overall learning outcomes. The research examines different game techniques, such as prompts, leaderboards , and interactive game-based activities, and examines their effects on students' math knowledge and attitudes toward science. By analyzing empirical data from a variety of educational settings, this study illuminates the effectiveness of gamified approaches in promoting positive learning environments and developing conceptual understanding in mathematics. The study results provide valuable insights for educators and policy makers seeking innovative strategies to teach mathematics and improve student achievement.

 

References

Tankersley, K. (1993). Teaching math your way. Educational Leadership, 50(8), 12-13. Furner, JM and Worrell, NL (2017).

The importance of using manipulators in teaching mathematics nowadays. Transformations, 3 (1), 2 . Sarama, J., & Clements, DH (2009).

Teaching mathematics in primary grades. Young Children, 64(2), 63-64. Burns, M. (2000).

About Teaching Mathematics: A K-8 Resource. Math Solutions Publications, Marilyn Burns Education Associates, 150 Gate 5 Road, Suite 101, Sausalito, CA 94965. Demirbilek, M., & Tamer, SL (2010).

Views of mathematics teachers on the use of educational computer games in mathematics education. Procedia-Social and Behavioral Sciences, 9, 709-716. Dele-Ajayi, O., Strachan, R., Pickard, AJ, & Sanderson, JJ (2019).

Games for Teaching Mathematics in Nigeria: What Happens to Student Engagement and Traditional Classroom Dynamics ? IEEE Access, 7, 53248-53261. Randel, JM, Morris, BA, Wetzel, CD, & Whitehill, BV (1992).

The effectiveness of games for educational purposes: a review of recent research. Simulation and Gaming, 23(3), 261-276.

Downloads

Published

2023-07-15