INTRODUCING THE CARD EDITING APPLICATION OF THE LIMSTROM DIDACTIC GAME

Szilvia Szilágyi, Attila Korei, Zsuzsanna Torok, Ingrida Vaiciulyte
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Abstract

Game-based learning plays an important role in all education and learning processes, including higher education nowadays. In the course, Mathematical Analysis, offered during the first semester, all students studying informatics learn about sequences of real numbers, convergence, and limits. These concepts are of key importance to understand advanced mathematical concepts and successfully complete advanced courses. Based on the benefits of game-based learning we came up with the idea of LimStorm that helps study groups of 4-10 students to learn and practice the limits of sequences of real numbers. In our paper we introduce a self-developed application which is suitable for generating decks of mathematical didactic card games, for example the deck of LimStorm. Keywords: game-based learning, didactic game, active learning methods, limit of the sequence, card games
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介绍了limstrom教学游戏中的卡片编辑应用
基于游戏的学习在包括当今高等教育在内的所有教育和学习过程中发挥着重要作用。在第一学期开设的数学分析课程中,所有学习信息学的学生都要学习实数序列、收敛和极限。这些概念对于理解高等数学概念和顺利完成高等课程至关重要。基于基于游戏的学习的好处,我们想出了LimStorm的想法,它可以帮助4-10名学生组成的学习小组学习和练习实数序列的极限。在本文中,我们介绍了一个自行开发的应用程序,该应用程序适用于生成数学教学纸牌游戏的牌组,例如LimStorm的牌组。关键词:游戏学习,教学游戏,主动学习方法,顺序限制,纸牌游戏
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