Navigating the transition of a mathematical didactic game from tabletop to digital

Game-based learning is gaining prominence across various educational levels due to its ability to accommodate the preferences commonly exhibited by Generation Z students for visual and experiential learning. Game-based methods are applicable in digital platforms and traditional classroom settings alike, with digital GBL typically taking the form of immersive video games, while non-digital GBL is generally represented by tabletop games. This paper aims to provide an examination of the most significant advantages and drawbacks associated with digital and non-digital didactic games. Subsequently, an overview of the game mechanics of Blue Yeti, a didactic card game designed to familiarise university students with the direct comparison test of improper integrals, will be provided. Finally, the challenges encountered during the digitalisation process of Blue Yeti will be described, outlining the key considerations involved in transitioning a mathematical didactic game to a digital format.

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Publication Details

Journal
Multidiszciplináris Tudományok
Published
2024-10-24
DOI
https://doi.org/10.35925/j.multi.2024.2.7
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79

Funders

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article

Navigating the transition of a mathematical didactic game from tabletop to digital

Szilvia Szilágyi, Enikő Palencsár
1 citations
Multidiszciplináris Tudományok
Educational Games and Gamification
0.79
article

Navigating the transition of a mathematical didactic game from tabletop to digital

Szilvia Szilágyi, Enikő Palencsár
article en
1 citations

Abstract

Game-based learning is gaining prominence across various educational levels due to its ability to accommodate the preferences commonly exhibited by Generation Z students for visual and experiential learning. Game-based methods are applicable in digital platforms and traditional classroom settings alike, with digital GBL typically taking the form of immersive video games, while non-digital GBL is generally represented by tabletop games. This paper aims to provide an examination of the most significant advantages and drawbacks associated with digital and non-digital didactic games. Subsequently, an overview of the game mechanics of Blue Yeti, a didactic card game designed to familiarise university students with the direct comparison test of improper integrals, will be provided. Finally, the challenges encountered during the digitalisation process of Blue Yeti will be described, outlining the key considerations involved in transitioning a mathematical didactic game to a digital format.

Multidiszciplináris TudományokVol. 14(2)
University of Miskolc (HU)
Nemzeti Kutatási, Fejlesztési és Innovaciós Alap
Quality Education
Openalex Percentile: Top 23%
Educational Games and Gamification
0.79
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