2018
DOI: 10.1007/978-3-319-94505-7_7
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Application of Gamification to Blended Learning in Elementary Math Instructional Design

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Cited by 7 publications
(4 citation statements)
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“…In this same bias, the teacher and students adapt with Gamification in Google Presentations online version (Hu & Shang, 2018), the starting point will be the alternatives to be selected during the application in the classroom and by which learnings should follow for the resolution. (Gündüz & Akkoyunlu, 2020) reports on attractive teaching materials in the eyes of the subjects, making a major challenge for educational institutions, but also for other professionals in basic education, who need to turn the school environment into learning spaces.…”
Section: Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…In this same bias, the teacher and students adapt with Gamification in Google Presentations online version (Hu & Shang, 2018), the starting point will be the alternatives to be selected during the application in the classroom and by which learnings should follow for the resolution. (Gündüz & Akkoyunlu, 2020) reports on attractive teaching materials in the eyes of the subjects, making a major challenge for educational institutions, but also for other professionals in basic education, who need to turn the school environment into learning spaces.…”
Section: Gamificationmentioning
confidence: 99%
“…Therefore, (Mosalanejad et al, 2020) shows that the fact of delivering activities does not characterize gamification, but the means used in the classroom, seeking interaction with everyone, a pleasant environment for teaching and learning. (Hu & Shang, 2018), includes "the insertion of games in the context of teaching-learning implies advantages and disadvantages" and worked in the literature specialized in the theme, and should be thought and assumed by teachers, when considering structuring a virtual pedagogical object, with technological games. The author's contributions in the context of the following aspects are evidenced in Figure 1.…”
Section: Gamificationmentioning
confidence: 99%
“…Gamification, the phenomenon of using gamified elements in non-game contexts, belongs to the motivating pedagogical approaches [3][4][5][6][7][8]. Since this approach is applicable to face-to-face traditional instructional techniques and online learning contexts [9], instructors can make full use of gamification to improve learners' academic performance, motivation, and immersion [3].…”
Section: Introductionmentioning
confidence: 99%
“…The Blended Learning Method is a learning facility that combines a variety of delivery methods, teaching models, and learning styles, introducing various media dialogue choices between the facilitator and those who are taught [3]. Blended learning is also a combination of face-toface teaching and online teaching, but more than that as an element of social interaction [4].…”
Section: Introductionmentioning
confidence: 99%