Video games and Kahoot! as cognitive gamifiers in compulsory social isolation (original) (raw)

The Projection of Gamification and Serious Games in the Learning of Mathematics Multi-Case Study of Secondary Schools in Italy

Enrico Bocciolesi, Ph.D.

Mathematics, 2022

View PDFchevron_right

Gamification: Another Perspective Of Pedagogy Belén Escalante de Trías

Ijahsss Journal

International Journal of Arts Humanities and Social Sciences Studies, 2022

View PDFchevron_right

Toward an Analysis of Video Games for Mathematics Education

Kathleen Offenholley

2011

View PDFchevron_right

Scientific and Methodological Support for Teachers in the Context of Gamification in Mathematics Study in the Russian System of Additional Education

Сергей Щербатых

2021

View PDFchevron_right

Effectiveness of Gamification on Learner’s Performance and Attitude towards Mathematics Amidst the COVID-19 Pandemic

UIJRT | United International Journal for Research & Technology

View PDFchevron_right

Mixed gamification with virtual tools modify poor school performance [Versión en español bajo solicitud]

Jhon Holguin Alvarez

International Journal of Evaluation and Research in Education (IJERE)

View PDFchevron_right

Brazilian and Spanish Mathematics Teachers' Predispositions towards Gamification in STEAM Education

Angel Alsina

Education Sciences, 2021

View PDFchevron_right

Mixed gamification with virtual tools modify poor school performance [La gamificación mixta con herramientas virtuales modifica el bajo rendimiento escolar]

Jhon Holguin Alvarez

Article, 2023

View PDFchevron_right

Thi s Could Be a Game!": Definin g Gamific ation for the Classroom

Darcy Osheim

2013

View PDFchevron_right

Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education

José Manuel Sáez López

Technology, Knowledge and Learning, 2023

View PDFchevron_right

(2019)Costa About gamification pedagogical value

fernando albuquerque costa

Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification, 2019

View PDFchevron_right

According to Mayo (2007), digital games have a very effective potential in teaching mathematics, science and engineering directly or indirectly for five reasons: Advisor's Name and Surname: Assoc. Prof. Dr. Gülfem SARPKAYA AKTAÿ

Kaan Buğra qs

The Effect of Artificial Intelligence-Supported Interactive Games on Creativity and Problem Solving Skills in Mathematics Education, 2023

View PDFchevron_right

Investigation of the Effects of a Situated Learning Digital Game on Mathematics Education at the Primary School Level

Mariana Rocha

2020

View PDFchevron_right

Gamification and early childhood education in the context of the pandemic / Gamificação e educação infantil no contexto da pandemia

Ryta De Kassya Motta De Avelar Sousa

Brazilian Journal of Development, 2021

View PDFchevron_right

M. De Castro, M. Marsano, U. Zona, F. Bocci - Video game dynamics in unplugged mode for innovative and inclusive teaching 1

F. Bocci, umberto zona, Martina De Castro

Education Sciences & Society - ISSN 2038-9442, 2018

View PDFchevron_right

Games and gamification have greater value in education

Linford Molaodi

View PDFchevron_right

The Use of Teacher-Made Digital Games in Teaching Mathematics 3

Psychology and Education

Psychology and Education: A Multidisciplinary Journal, 2024

View PDFchevron_right

Can digital games democratize access to mathematics learning? Tracing the relationship between learning potential and popularity

Ralia Thoma

View PDFchevron_right

The Impact Of Video Games In Children-S Learning Of Mathematics

Zulqarnain Bakar

2012

View PDFchevron_right

The effects of computer games on the achievement of basic mathematical skills

hamiyet sayan

2015

View PDFchevron_right

Digital Games and Learning

Ernane R . Martins

Digital Games and Learning, 2019

View PDFchevron_right

Digital Games and Gamification in Education

ISTES Publication

Digital Games and Gamification in Education, 2023

View PDFchevron_right

Gamification in Education

Gabriela Kiryakova

2018

View PDFchevron_right

Digital games: Creating new opportunities for mathematics learning

Robyn Jorgensen

2011

View PDFchevron_right

Digital games and learning mathematics: Student, teacher and parent perspectives

Peter Gates

International Journal of Serious Games, 2016

View PDFchevron_right

Using Game Kit for Enthusiastic and Interactive Learning in Additional Mathematics Classroom

shukhairi misbah

2019

View PDFchevron_right

Student’s Engagement and Perception of Gamification in Mathematics

Heny Solekhah

Education Policy and Development

View PDFchevron_right

Game-Based Learning and Gamification Technologies in the Preparation of Future Mathematics Teachers

Peter Vankus

International Journal of Interactive Mobile Technologies (iJIM)

View PDFchevron_right

Chapter 12 - ESCAPE ROOM IN EDUCATION: GAMIFY LEARNING TO ENGAGE STUDENTS AND LEARN MATHS AND LANGUAGES

Idalina Lourido Santos, Adelina Moura

Experiences and perceptions of pedagogical practices with Games, 2019

View PDFchevron_right

Active methodologies and their uses in mathematics: gamification as a learning strategy (Atena Editora)

Atena Editora

Active methodologies and their uses in mathematics: gamification as a learning strategy (Atena Editora), 2023

View PDFchevron_right

Mixed gamification with virtual tools modify poor school performance

Antonio Picoy Gonzales

International Journal of Evaluation and Research in Education (IJERE)

View PDFchevron_right

Experiences and perceptions of pedagogical practices with Game-Based Learning & Gamification

Marco Bento

CIEd, 2019

View PDFchevron_right

Non-digital gamification: Effects of teaching on mathematics achievement and student behavior

Muhammad Alhaji Ibrahim

Nurture

View PDFchevron_right

Exploring Gamification for Reinforcing Geometrical Concepts and Skills at the Primary Level in Trinidad: A Mixed Methods Pilot Study

Vimala Judy Kamalodeen

Caribbean Curriculum, 2019

View PDFchevron_right