Yayın: Gamification of Middle School Mathematics and Science
| dc.contributor.author | Incikabi, Lutfi | |
| dc.contributor.author | Kepceoglu, Ibrahim | |
| dc.contributor.author | Pektas, Murat | |
| dc.date.accessioned | 2026-01-04T13:35:58Z | |
| dc.date.issued | 2019-12-13 | |
| dc.description.abstract | Gamification, defined as the process of game-thinking and game mechanics to engage users and solve problems, is a fairly new and rapidly growing field. Literature suggests that gamification can contribute to develop higher order cognitive abilities such as problem solving and critical thinking skills. Using gamification in non-game situations enhances students' understanding and contributes on conceptual learning, especially in mathematics and science. This chapter introduces the concept of gamification in terms of its pedagogical underpinnings, integration of gamification into educational environments (with a focus on mathematics and science), a sample application of gamification in science content, and the future trends about possible directions of uses of gamification. | |
| dc.description.uri | https://doi.org/10.4018/978-1-6684-3710-0.ch042 | |
| dc.description.uri | https://doi.org/10.4018/978-1-7998-1479-5.ch016 | |
| dc.identifier.doi | 10.4018/978-1-6684-3710-0.ch042 | |
| dc.identifier.openaire | doi_dedup___::ef4c93627636771d7a0c106a68f2d9f9 | |
| dc.identifier.orcid | 0000-0002-7912-780x | |
| dc.identifier.scopus | 2-s2.0-85163592733 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12597/37601 | |
| dc.publisher | IGI Global | |
| dc.subject.sdg | 4. Education | |
| dc.title | Gamification of Middle School Mathematics and Science | |
| dc.type | Part of book or chapter of book | |
| dspace.entity.type | Publication | |
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| local.import.source | OpenAire | |
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