Da: California Books, Miami, FL, U.S.A.
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Da: preigu, Osnabrück, Germania
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. The Use of Gamification in the Mathematics Teaching-Learning Process | Turning Challenges into Opportunities through a Didactic Sequence | Arleide Conceição Dos Santos (u. a.) | Taschenbuch | Englisch | 2025 | Our Knowledge Publishing | EAN 9786208975210 | Verantwortliche Person für die EU: SIA OmniScriptum Publishing, Brivibas Gatve 197, 1039 RIGA, LETTLAND, customerservice[at]vdm-vsg[dot]de | Anbieter: preigu.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 43,90
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book investigates the use of gamification in the teaching-learning process of mathematics in the 8th grade, with a focus on understanding and applying affine functions. Gamification, defined as the incorporation of game elements into non-playful contexts, proved to be an effective methodology for increasing student engagement and motivation, promoting a more dynamic and inclusive learning environment. The didactic sequence developed used games and interactive activities to teach mathematical concepts, allowing students to apply theoretical knowledge in a practical and meaningful way. Analysis of the results indicated an improvement in the students' academic performance and in the development of cognitive and socio-emotional skills, such as critical thinking, problem solving and collaboration. The implementation of gamification, although challenging, was successful due to careful planning, the personalization of activities and the use of educational technologies. 60 pp. Englisch.
Da: CitiRetail, Stevenage, Regno Unito
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. This book investigates the use of gamification in the teaching-learning process of mathematics in the 8th grade, with a focus on understanding and applying affine functions. Gamification, defined as the incorporation of game elements into non-playful contexts, proved to be an effective methodology for increasing student engagement and motivation, promoting a more dynamic and inclusive learning environment. The didactic sequence developed used games and interactive activities to teach mathematical concepts, allowing students to apply theoretical knowledge in a practical and meaningful way. Analysis of the results indicated an improvement in the students' academic performance and in the development of cognitive and socio-emotional skills, such as critical thinking, problem solving and collaboration. The implementation of gamification, although challenging, was successful due to careful planning, the personalization of activities and the use of educational technologies. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Lingua: Inglese
Editore: Our Knowledge Publishing Jun 2025, 2025
ISBN 10: 6208975212 ISBN 13: 9786208975210
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 43,90
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 60 pp. Englisch.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 44,59
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book investigates the use of gamification in the teaching-learning process of mathematics in the 8th grade, with a focus on understanding and applying affine functions. Gamification, defined as the incorporation of game elements into non-playful contexts, proved to be an effective methodology for increasing student engagement and motivation, promoting a more dynamic and inclusive learning environment. The didactic sequence developed used games and interactive activities to teach mathematical concepts, allowing students to apply theoretical knowledge in a practical and meaningful way. Analysis of the results indicated an improvement in the students' academic performance and in the development of cognitive and socio-emotional skills, such as critical thinking, problem solving and collaboration. The implementation of gamification, although challenging, was successful due to careful planning, the personalization of activities and the use of educational technologies.