Integrating digital games in the classroom: a case study with game Probchallenge
Integrating digital games in the classroom: a case study with game Probchallenge
Integrating digital games in the classroom: a case study with game Probchallenge
Ljerka Jukić Matić, Ljerka Jukić Matić
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 game- based pedagogy had an impact on the learning outcomes."
Reference
Jukić Matić, L., & Abrantes Garcêz Palha, S. (2023, June). Integrating digital games in the classroom: A case study with game Probchallenge. Paper presented at the 16th International Conference on Technology in Mathematics Teaching (ICTMT 16), Athens, Greece. Retrieved from https://research.hva.nl/en/publications/integrating-digital-games-in-the-classroom-a-case-study-with-game
Keywords
Digital Game, DGBL, Mathematics Teacher