Covid-19 pandemic brought into our notice that technology in education can be a way to foster learning. Students find it difficult to measure and construct the various types of angles. Many times rote learning is observed. It shows the need for practice. In this study we investigated the effect of using gamification as an out-class strategy in learning geometry, specifically types of angles and their construction while transitioning the teaching learning process to a Post-Covid ‘New Normal’ situation. Two gamification tools were used as Math Playground.com and Quizizz.com. The study used a single group experimental design having a sample of 42 students. To collect data on students' achievements pre and post tests were conducted and Wilcoxon...
The post-pandemic stage has accelerated the search for innovative ways that impact the teaching–lear...
Abstract: This study explored the use of gamification in the teaching and learning of Euclidean geom...
This work’s objective is to present the results of a systematic mapping that explored gamification i...
Abstract Gamification has emerged as an innovation in classroom teaching, which is not new in the w...
Gamification is usually understood as a pedagogical strategy that favors student engagement and moti...
Gamification has permeated education as a strategy to improve the teaching-learning process. Researc...
Recent societal changes have meant that education has had to adapt to digital natives of the 21st ce...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
The application of gamification in education is scarce; therefore, the purpose of this study is to c...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
The COVID-19 pandemic has caused such an unprecedented disturbance to the world, particularly on the...
The post-pandemic stage has accelerated the search for innovative ways that impact the teaching–lear...
Abstract: This study explored the use of gamification in the teaching and learning of Euclidean geom...
This work’s objective is to present the results of a systematic mapping that explored gamification i...
Abstract Gamification has emerged as an innovation in classroom teaching, which is not new in the w...
Gamification is usually understood as a pedagogical strategy that favors student engagement and moti...
Gamification has permeated education as a strategy to improve the teaching-learning process. Researc...
Recent societal changes have meant that education has had to adapt to digital natives of the 21st ce...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
The application of gamification in education is scarce; therefore, the purpose of this study is to c...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
The COVID-19 pandemic has caused such an unprecedented disturbance to the world, particularly on the...
The post-pandemic stage has accelerated the search for innovative ways that impact the teaching–lear...
Abstract: This study explored the use of gamification in the teaching and learning of Euclidean geom...
This work’s objective is to present the results of a systematic mapping that explored gamification i...