Proceedings of the 9th Nordic Conference on Human-Computer Interaction 2016
DOI: 10.1145/2971485.2971522
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Gamifying Mathematics for Primary Students in Rural Sri Lanka

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Cited by 6 publications
(5 citation statements)
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“…The commitment and enthusiasm of the students that is detailed in this study is also detailed in recent research (Bell, 2017;Fernández-Rio et al, 2020;Furdu et al, 2017;Halloluwa et al, 2016;López-Faican & Jaen, 2020).…”
Section: Conclusion and Discussionmentioning
confidence: 86%
“…The commitment and enthusiasm of the students that is detailed in this study is also detailed in recent research (Bell, 2017;Fernández-Rio et al, 2020;Furdu et al, 2017;Halloluwa et al, 2016;López-Faican & Jaen, 2020).…”
Section: Conclusion and Discussionmentioning
confidence: 86%
“…Additionally, feedback from undergraduates of the University of Colombo School of Computing (UCSC) in Sri Lanka highlighted the potential effectiveness of a game-based learning approach for English language acquisition (Fazeena et al, 2013). Another investigation used a development-based approach to explore using gamified mobile applications to enhance mathematics learning in classrooms (Halloluwa et al, 2016). The results indicate a favourable impact of gamification, with teachers identifying various challenges addressed effectively by this innovative approach.…”
Section: Factors Favourable To Adapting Gamification In Slmentioning
confidence: 99%
“…Furthermore, students exhibit enhanced comfort levels in group activities and teacher interactions. This novel method successfully transitions the traditional teacher-centric learning environment towards a student-centric one, empowering students to take charge of their learning through technology (Halloluwa et al, 2016).…”
Section: Factors Favourable To Adapting Gamification In Slmentioning
confidence: 99%
“…The analysis revealed a list of game features as shown in Table II, yet it is notable that not all these features influence cognitive, sensory or function experiences of users in the same way. Upon careful examination of these features, the following four types of features are emerged: (Aydin, 2018;Alabbasi, 2017;Bittner and Shipper, 2014;Borras-Gene et al, 2016;Ding et al, 2017;Hakulinen et al, 2015;Hamari andKoivisto, 2015a, Su andCheng, 2015;Koivisto and Hamari, 2014;Malas and Hamtini, 2016;Cheong et al, 2014;Hamari, 2013;Auvinen et al, 2015;Wang et al, 2016;Sailer et al, 2017;Albuquerque et al, 2017;Halloluwa et al, 2016;Hew et al, 2016;Frost et al, 2015;Kwon et al, 2015;Hamari andKoivisto, 2015b, Fajiculay et al, 2017;Buckley and Doyle, 2017;Sigala, 2015b, Gonzalez et al, 2016Browne et al, 2014;Aydin, 2015; 30…”
Section: Findings On Game Design Featuresmentioning
confidence: 99%
“…Alabbasi, 2017;Bittner and Shipper, 2014;Borras-Gene et al, 2016;Ding et al, 2017;Hakulinen et al, 2015;Hamari and Koivisto, 2015a, Su andCheng, 2015;Koivisto and Hamari, 2014;Malas and Hamtini, 2016;Cheong et al, 2014;Hamari, 2013;Auvinen et al, 2015;Wang et al, 2016;Sailer et al, 2017;Albuquerque et al, 2017;Halloluwa et al, 2016;Hew et al, 2016;Frost et al, 2015;Kwon et al, 2015;Hamari and Koivisto, 2015b, Fajiculay et alMekler. et al, 2017;Wang et al, 2016;Sailer et al…”
mentioning
confidence: 99%