Abstract
This paper reports how a mathematics teacher uses a digital game for learning and teaching in the classroom. We utilize a case study approach to examine the pedagogical activities present in the lesson. The results of the study indicate that not all of the lesson objectives were met. Even though the teacher planned the lesson and the activities for the students, his lack of knowledge about gamebased pedagogy had an impact on the learning outcomes.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the 16th International Conference on Technology in Mathematics Teaching: ICTMT 16 |
| Subtitle of host publication | ICTMT in the Era of Societal and Digital Transformations |
| Editors | Dimitris Diamantidis, Myrto Karavakou, Marianthi Grizioti, Chronis Kynigos |
| Place of Publication | Athens |
| Publisher | National and Kapodistrian University of Athens |
| Pages | 175-182 |
| ISBN (Print) | 9789604663385 |
| Publication status | Published - 2024 |
| Event | 16th International Conference on Technology in Mathematics Teaching (ICTMT 16) - University of Athene, Athene, Greece Duration: 7 Jun 2023 → 10 Jun 2023 https://conferences.uoa.gr/event/47/page/495-research-papers-videos |
Conference
| Conference | 16th International Conference on Technology in Mathematics Teaching (ICTMT 16) |
|---|---|
| Country/Territory | Greece |
| City | Athene |
| Period | 7/06/23 → 10/06/23 |
| Internet address |
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