Abstract
This paper presents experiences in introducing gamification to digital lessons for students mathematics learning in lower primary school. The study was conducted in a second and third grade primary school in Croatia where students (N=59) used tablet computers for a variety of gamified learning activities. Gamification algorithms and extensions were designed and integrated in digital lessons to improve young learners motivation and engagement in math learning. This paper presents preliminary experiences in applying gamification in lower-primary school mathematics learning and further explores how the gamification strategy influenced the level of student learning interest. The results show that gamification allows students to sustain more interest compared to the non-gamified approach to learning with digital resources.
Original language | English |
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Title of host publication | Proceedings - 2017 6th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2017 |
Editors | Kiyota Hashimoto, Naoki Fukuta, Tokuro Matsuo, Sachio Hirokawa, Masao Mori, Masao Mori |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 691-694 |
Number of pages | 4 |
ISBN (Electronic) | 9781538606216 |
DOIs | |
State | Published - 15 Nov 2017 |
Event | 6th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2017 - Hamamatsu, Shizuoka, Japan Duration: 9 Jul 2017 → … |
Publication series
Name | Proceedings - 2017 6th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2017 |
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Conference
Conference | 6th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2017 |
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Country/Territory | Japan |
City | Hamamatsu, Shizuoka |
Period | 9/07/17 → … |
Bibliographical note
Funding Information:This work has been fully supported by the Croatian Foundation under the project UIP-2013-11-7908.
Publisher Copyright:
© 2017 IEEE.
Keywords
- Gamification
- Interest
- Mobile learning
- Primary school
- Technology enhanced learning