Investigation of the Effect of Gamified Learning on Motivation and Success in Math Class

Ümit Karabıyık
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Abstract

Purpose: Educators are consistently seeking ways to enhance classroom engagement. In response to declining student achievement in mathematics, traditional teaching methods are gradually giving way to more innovative approaches such as gamified learning. Gamified learning complements conventional instruction by creating an engaging virtual and augmented reality environment in which students can actively interact with the subject matter. This study revolves around a highly significant research question: the impact of gamified learning in mathematics education on student motivation and achievement. In this domain, investigations into the latest developments in designing and testing mathematical games have been examined. Methodology: To this end, a literature review method has been employed, and document analysis has been conducted. Findings: The results indicate that gamified learning proves to be a promising tool for enhancing short-term motivation and student achievement. Unique contributor to theory, policy and practice: However, further research is necessary to determine if these gains can be sustained over the course of a semester.
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游戏化学习对数学课学习动机和成功的影响调查
目的:教育工作者一直在寻求提高课堂参与度的方法。为了应对学生数学成绩下降的问题,传统的教学方法正逐渐让位于游戏化学习等更具创新性的方法。游戏化学习通过创建一个引人入胜的虚拟和增强现实环境,让学生能够积极地与主题进行互动,从而对传统教学进行补充。本研究围绕一个非常重要的研究问题展开:数学教育中的游戏化学习对学生学习动机和成绩的影响。在这一领域,对数学游戏设计和测试的最新发展进行了研究。研究方法:为此,采用了文献综述法,并进行了文献分析。研究结果:结果表明,游戏化学习被证明是提高短期学习动机和学生成绩的一种有前途的工具。对理论、政策和实践有独特的贡献:然而,有必要开展进一步的研究,以确定这些成果能否在一个学期内持续下去。
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