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The Use of Gamification in the Mathematics Teaching-Learning Process

The Use of Gamification in the Mathematics Teaching-Learning Process

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Product Details
Author:
Arleide Conceição Dos Santos
Publisher:
Our Knowledge Publishing
Publication Date:
Jun 18, 2025
Number of pages:
60 pages
Binding:
Paperback or Softback
ISBN-10:
6208975212
ISBN-13:
9786208975210

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.


  • | Author: Arleide Conceição Dos Santos
  • | Publisher: Our Knowledge Publishing
  • | Publication Date: Jun 18, 2025
  • | Number of Pages: 60 pages
  • | Binding: Paperback or Softback
  • | ISBN-10: 6208975212
  • | ISBN-13: 9786208975210

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