Colossus from Algebron – Gamification as a Tool to Engage Students in Learning Mathematics
DOI:
https://doi.org/10.26408/131.05Keywords:
gamification, linear algebra, teaching mathematics, learning outcomes, students’ engagementAbstract
Gamification is a tool that allows for high engagement in performing tasks that have been previously considered difficult or uninteresting. It works exceptionally well in education as it supports students in developing habits of learning and provides them with a visual representation of their progress in acquiring knowledge and skills. Skillful design of gamified academic courses enables the achievement of the educational goals set by both the students and the academic teachers. Gamification is helpful for subjects that seem challenging, require a significant amount of effort, or are simply perceived by students as uninteresting or useless. The purpose of this paper is to discuss various aspects of engaging students in the process of learning mathematics by the gamification of linear algebra.
References
Csikszentmihalyi, M., 1990, Flow: The Psychology of Optimal Experience, Harper Perennial, New York, USA.
Csikszentmihali, M., Abuhamdeh, S., Nakamura, J., 2005, Flow, [in:] Elliot, A.J., Dweck, C.S. (eds.), Handbook of Competence and Motivation, Guilford Publications.
Deterding, S., Dixon, D., Khaled R., Nacke, L., 2011, From Game Design Elements to Gamefulness: Defining Gamification, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future, Media Environments, MindTrek.
Gray, P., 2013, Free to Learn: Why Unleashing the Instinct to Play Will Make Our Children Happier, More Self-Reliant, and Better Students for Life, Basic Books, New York, USA.
Hamari, J., Shernoff, D.J., Rowe, E., Coller, B, Asbell-Clarke, J., Edwards, T., 2016, Challenging Games Help Students Learn: An Empirical Study on Engagement, Flow and Immersion in Game-Based Learning, Computers in Human Behavior, vol. 54, pp. 170–179.
Huizinga, J., 1949, Homo ludens, Routledge and Paul, University of Michigan, USA.
Kapp, K.M., 2012, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, John Wiley & Sons, New York, USA.
McGonigal, J., 2011, Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Press.
Panksepp, J., 2005, Affective Neuroscience: The Foundations of Human and Animal Emotions, Oxford University Press, USA.
Ryan, R.M., Deci, E.L., 2000, Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being, American Psychologist, vol. 55, no. 1, pp. 68–78.
Werbach, K., Hunter, D., 2012, For the Win: How Game Thinking Can Revolutionize Your Business, Wharton Digital Press.
Zichermann, G., 2012, Grywalizacja. Mechanika gry na stronach WWW i w aplikacjach mobilnych, (Gamification. Game Mechanics on WWW Sites in Mobile Applications), Helion, Gliwice.
Zichermann, G., Cunningham, C., 2011, Gamification by Design Implementing Game Mechanics in Web and Mobile Apps, O'Reilly Media Inc., Sebastopol, Canada.
Downloads
Published
How to Cite
Issue
Section
Categories
License
Copyright (c) 2024 Barbara Wikieł, Joanna Mytnik
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain the copyright to their work, licensing it under the Creative Commons Attribution License Attribution 4.0 International licence (CC BY 4.0) which allows articles to be re-used and re-distributed without restriction, as long as the original work is correctly cited. The author retains unlimited copyright and publishing rights.