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Integrating digital games in the classroom: a case study with game probchallenge

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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 languageEnglish
Title of host publicationProceedings of the 16th International Conference on Technology in Mathematics Teaching: ICTMT 16
Subtitle of host publicationICTMT in the Era of Societal and Digital Transformations
EditorsDimitris Diamantidis, Myrto Karavakou, Marianthi Grizioti, Chronis Kynigos
Place of PublicationAthens
PublisherNational and Kapodistrian University of Athens
Pages175-182
ISBN (Print)9789604663385
Publication statusPublished - 2024
Event16th International Conference on Technology in Mathematics Teaching (ICTMT 16) - University of Athene, Athene, Greece
Duration: 7 Jun 202310 Jun 2023
https://conferences.uoa.gr/event/47/page/495-research-papers-videos

Conference

Conference16th International Conference on Technology in Mathematics Teaching (ICTMT 16)
Country/TerritoryGreece
CityAthene
Period7/06/2310/06/23
Internet address

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