Teaching and learning mathematics using digital games in the classroom

The Digital Game-Based Learning (DGBL) approach was adopted, and a didactic sequence based on the digital game Triângulo Resgate (Rescue Triangle) was designed and implemented in a public secondary school course in Argentina to teach the metric relationships of the right triangle. The activities of the students and the teacher in each task of the sequence were described and analyzed. The results indicate that the game promotes the active participation of all students in classes, who use, justify, and apply the similarity of triangles and the metric relationships of the right triangle to new situations they create.

Publication Details

Journal
University of Patras
Published
2024-10-17
DOI
https://doi.org/10.26220/rev.5065
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Teaching and learning mathematics using digital games in the classroom

University of Patras
Educational Games and Gamification
article

Teaching and learning mathematics using digital games in the classroom

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Abstract

The Digital Game-Based Learning (DGBL) approach was adopted, and a didactic sequence based on the digital game Triângulo Resgate (Rescue Triangle) was designed and implemented in a public secondary school course in Argentina to teach the metric relationships of the right triangle. The activities of the students and the teacher in each task of the sequence were described and analyzed. The results indicate that the game promotes the active participation of all students in classes, who use, justify, and apply the similarity of triangles and the metric relationships of the right triangle to new situations they create.

University of Patras
Quality Education
Openalex Percentile: Top 59%
Educational Games and Gamification
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Teaching and learning mathematics using digital games in the classroom · University of Patras (2024) | TGRS Research Map | TGRS