Proceedings of the 2nd International Conference on Big Data, Cloud and Applications 2017
DOI: 10.1145/3090354.3090451
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Promoting elementary mathematics learning through digital games

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Cited by 7 publications
(5 citation statements)
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“…In addition, 8 studies used questionnaires, and 2 studies used game log data. [6], [13], [27], [28], [15], [14], [16], [7] Science Direct [18] ERIC [23], [33], [29] ACM [19], [26], [31], [34], [20], [21], [8] Springer Link Questionaire [10]-[12] IEEE 8 [28] Science Direct [17] ERIC [25], [31] ACM [21] Springer Link Log [23], [32] ACM 2…”
Section: Rq3 What Evaluation Methods Is Used To Measure the Results Omentioning
confidence: 99%
“…In addition, 8 studies used questionnaires, and 2 studies used game log data. [6], [13], [27], [28], [15], [14], [16], [7] Science Direct [18] ERIC [23], [33], [29] ACM [19], [26], [31], [34], [20], [21], [8] Springer Link Questionaire [10]-[12] IEEE 8 [28] Science Direct [17] ERIC [25], [31] ACM [21] Springer Link Log [23], [32] ACM 2…”
Section: Rq3 What Evaluation Methods Is Used To Measure the Results Omentioning
confidence: 99%
“…Bouzid et al [21] developed a beta-prototype educational digital game for supporting elementary mathematics learning that focused on reducing the intensity of emotional barriers and boosting concentration, motivation, autonomy and interaction. The finding shows that the impact of the build-from-scratch DGBL approach pays off in primary school.…”
Section: Related Workmentioning
confidence: 99%
“…Many studies have discussed the benefits of gamification as a motivation boost. Some studies specifically suggest the use of rewards in many forms such as learderboards, points, badges, etc… which will help maintain the students' interested in playing educational games and therefore, enhance the educational experience [4], [5], [6] and [7]. Other studies such as [8] and [2] discussed the positive effect of gamification elements in students' engagement and enjoyment in the courses.…”
Section: Motivationmentioning
confidence: 99%