Gamification of Middle School Mathematics and Science: Game-Playing for Learning

Gamification of Middle School Mathematics and Science: Game-Playing for Learning

Lutfi Incikabi (Kastamonu University, Turkey), Ibrahim Kepceoglu (Kastamonu University, Turkey), and Murat Pektas (Kastamonu University, Turkey)
DOI: 10.4018/978-1-6684-3710-0.ch042
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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.
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Game-Based Learning

The popularity of computer games among people has been increasing rapidly across all age groups. People who play computer games find that these games can be engaging and intriguing (Garris, Ahler, & Driskell., 2002). During game-play, some of the tasks that are presented require the players to demonstrate tenacity toward finding the solutions for the task. While problem solving skills and persistence are fundamental skills to be developed by an individual for the modern workplace, but students are not likely to have an opportunity granted to acquire these skills from the current school systems (Shute & Ke, 2012). Prior empirical evidence showed that games could be an effective learning tool to enhance learning and assist learners in comprehending a complex level of studies (Cordova & Lepper, 1996).

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