Gamification of Middle School Mathematics and Science: Game-Playing for Learning (Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education)
Yazarlar (3)
Prof. Dr. Lütfi İNCİKABI Kastamonu Üniversitesi, Türkiye
Doç. Dr. İbrahim KEPCEOĞLU Kastamonu Üniversitesi, Türkiye
Prof. Dr. Murat PEKTAŞ Kastamonu Üniversitesi, Türkiye
Bölüm Adı Gamification of Middle School Mathematics and Science: Game-Playing for Learning
Kitap Adı Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education
Bölüm Sayfaları 916-931
Kitap Türü Kitap Bölümü
Kitap Alt Türü Alanında uluslararası yayınlanan kitap bölümü
Kitap Niteliği Scopus indeksinde taranan bilimsel kitap
Kitap Dili İngilizce Basım Tarihi 01-2020
DOI Numarası 10.4018/978-1-6684-3710-0.ch042 ISBN 9781799814801
Basıldığı Ülke Amerika Birleşik Devletleri Basıldığı Şehir Hersley
Kitap Linki https://www.igi-global.com/chapter/gamification-of-middle-school-mathematics-and-science/246602
Özet
Gamification, defined as the process of game-thinking and game mechanics to engage users and solve problems, is a fairly new and rapidly growing field. Literature suggests that gamification can contribute to develop higher order cognitive abilities such as problem solving and critical thinking skills. Using gamification in non-game situations enhances students' understanding and contributes on conceptual learning, especially in mathematics and science. This chapter introduces the concept of gamification in terms of its pedagogical underpinnings, integration of gamification into educational environments (with a focus on mathematics and science), a sample application of gamification in science content, and the future trends about possible directions of uses of gamification.
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BM Sürdürülebilir Kalkınma Amaçları
Atıf Sayıları
Google Scholar 55
Gamification of Middle School Mathematics and Science: Game-Playing for Learning

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