Geometry is a basic discipline in STEM education. Recent educational reports, however, suggest that geometry is one of the subjects that sees the lowest levels of performance in the math curriculum. This paper presents a gamified itinerary through digital activities designed to teach geometry. Our aim is to attract Primary School children into the world of geometry. First, we scaffold geometry outcomes to take students progressively from basic geometric shapes to a stronger understanding of complex three-dimensional (3D) properties. Second, we use gamification to introduce fun into the learning process. Third, we propose digital activities in virtual environments, with which students can, in particular, develop 3D spatial perception. Concre...
International audienceFor students from 5 to 8 years old, the spatial and geometrical learning conce...
AbstractInternational comparison studies (TIMSS and PISA) and teachers’ expressed views indicate a d...
Gamification is the application of game mechanisms in non-gaming environments with the objective of ...
In elementary school, teaching and learning activities aim to develop, among others, students’ skill...
Game based Learning (GBL) has been promoted as a way to enhance science, technology, engineering and...
Latest interactive and dynamic geometry software introduces new practices in Mathematics education, ...
This paper reports an investigation of primary school children’s understandings about ―square‖. 12 s...
Recent societal changes have meant that education has had to adapt to digital natives of the 21st ce...
Primary school students often find it difficult to understand the differences between two dimensiona...
Although there are manifold connections between mathematics, foremost geometry, and the real-world (...
Augmented Reality (AR) technology facilitates the learning of 3D geometry because it allows students...
In K-12 geometry learning, students constantly struggle with 3D geometry that requires them to visua...
In this paper we describe how, starting from our experience of Geometry’s teaching in two different ...
Curs 2015-2016From the ancient Egypt to our days games evolved continuously. Several innovations in ...
In the thesis spatial ability is considered as the ability to manipulate, generate and retain well-s...
International audienceFor students from 5 to 8 years old, the spatial and geometrical learning conce...
AbstractInternational comparison studies (TIMSS and PISA) and teachers’ expressed views indicate a d...
Gamification is the application of game mechanisms in non-gaming environments with the objective of ...
In elementary school, teaching and learning activities aim to develop, among others, students’ skill...
Game based Learning (GBL) has been promoted as a way to enhance science, technology, engineering and...
Latest interactive and dynamic geometry software introduces new practices in Mathematics education, ...
This paper reports an investigation of primary school children’s understandings about ―square‖. 12 s...
Recent societal changes have meant that education has had to adapt to digital natives of the 21st ce...
Primary school students often find it difficult to understand the differences between two dimensiona...
Although there are manifold connections between mathematics, foremost geometry, and the real-world (...
Augmented Reality (AR) technology facilitates the learning of 3D geometry because it allows students...
In K-12 geometry learning, students constantly struggle with 3D geometry that requires them to visua...
In this paper we describe how, starting from our experience of Geometry’s teaching in two different ...
Curs 2015-2016From the ancient Egypt to our days games evolved continuously. Several innovations in ...
In the thesis spatial ability is considered as the ability to manipulate, generate and retain well-s...
International audienceFor students from 5 to 8 years old, the spatial and geometrical learning conce...
AbstractInternational comparison studies (TIMSS and PISA) and teachers’ expressed views indicate a d...
Gamification is the application of game mechanisms in non-gaming environments with the objective of ...