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.
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Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 60 pp. Englisch. Nº de ref. del artículo: 9786208975210
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Paperback. Condición: new. Paperback. 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. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Nº de ref. del artículo: 9786208975210
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Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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. Nº de ref. del artículo: 9786208975210
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