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Gamification of Middle School Mathematics and Science

dc.contributor.authorIncikabi, Lutfi
dc.contributor.authorKepceoglu, Ibrahim
dc.contributor.authorPektas, Murat
dc.date.accessioned2026-01-04T13:35:58Z
dc.date.issued2019-12-13
dc.description.abstractGamification, 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.urihttps://doi.org/10.4018/978-1-6684-3710-0.ch042
dc.description.urihttps://doi.org/10.4018/978-1-7998-1479-5.ch016
dc.identifier.doi10.4018/978-1-6684-3710-0.ch042
dc.identifier.openairedoi_dedup___::ef4c93627636771d7a0c106a68f2d9f9
dc.identifier.orcid0000-0002-7912-780x
dc.identifier.scopus2-s2.0-85163592733
dc.identifier.urihttps://hdl.handle.net/20.500.12597/37601
dc.publisherIGI Global
dc.subject.sdg4. Education
dc.titleGamification of Middle School Mathematics and Science
dc.typePart of book or chapter of book
dspace.entity.typePublication
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local.import.sourceOpenAire
local.indexed.atScopus

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