Humans naturally engage in playful activities throughout their lives and play serves as a fundamental mechanism for cognitive development as well as the development of essential soft skills such as teamwork, decision-making, leadership, and communication. Recognizing this innate predisposition for play, educators are increasingly embracing gamification strategies into their classrooms. More attention has been driven to digital tools such as platforms Kahoot! and Duolingo which gained popularity and demonstrated the potential of game-based learning to increase engagement and knowledge retention. However, concerns about digital screen time fuelled a renewed interest in non-digital activities, including educational games. Non-digital games are often more accessible and affordable, making them suitable for schools with limited resources. Research suggests that non-digital games can effectively promote collaboration, communication, and critical thinking skills. In addition, they offer flexibility to teachers to adapt rules and scenarios to specific learning objectives and student needs. Recognizing the benefits of employing games as a pedagogical strategy, the first author of this study opted to incorporate game-based learning strategies into her classes, on a regular basis. Throughout the semester, various non-digital games were implemented, inspired on well-known classics such as memory card games, Monopoly and Pictionary. These games were carefully designed to address specific mathematics topics identified as either the most relevant or those where students revealed more difficulties. The participants in this study were pre-service pre- and primary school teachers enrolled in a maths undergraduate course. Since these students are future educators, the games served a dual purpose: improving current learning experiences and providing teaching resources for their future classrooms. At the end of the semester, a survey was conducted to evaluate students’ perceptions towards the use of games in the mathematics teaching-learning process. In this paper we describe some of the games used in this study and analyse the results of the survey. Previous studies reveal that students generally welcome the incorporation of games, perceiving them as effective tools for enhancing motivation and promoting positive learning outcomes. Our findings corroborate these studies.
The educational context requires a renewal of paradigms. Profound changes in the roles and functions of teachers and students are particularly vital. More active, cooperative and participative methodologies of learning must be privileged, breaking with magisterial education and the mere ‘transmission’ of knowledge.Informatics tools can become a major element in the educational context, promoting significant and self-regulated learning for the student, always under the adequate orientation of the teacher.In this context, the Mathematics Education Project (PmatE) was created in the University of Aveiro, with the main objective of identifying and counteracting the causes of school failure in mathematics in an innovative approach.However, the PmatE platform has not yet been subjected to the kind of systematic evaluation, especially in higher education, that would allow us to understand in what conditions the goals can be achieved.Thus, the question underlying this explanatory research is: “What impact does the platform of assisted education developed by PmatE have in the process of learning math subjects at university level?”A previous analysis (still ongoing) of the data collected through several techniques – inquiry, documental analysis and participant observation – suggests there are interesting and innovative alternatives to the dominant pedagogies in higher education (where teaching assumes almost exclusively a magisterial form), with significant advantages for the construction of knowledge and for the development of the students’ capabilities.
29 September 2023 in European Conference on Games Based Learning
Mathematics is one of the school subjects where demotivation, dislike and failure are frequent concerns. To address this, it is important to actively engage students in the classroom and employ resources that make math classes more appealing and captivating, leading to meaningful learning experiences. Active, cooperative, and participative learning methods should be prioritized over traditional didactic teaching and the mere transmission of knowledge. Active learning methods offer alternative approaches to the conventional lecture format, actively involving students in the learning process. The concept of an escape room, a gaming experience where participants must solve challenges to escape from a locked room, has gained popularity in educational contexts. The educational escape room is an extension of this concept, aiming to promote real-time problem-solving, teamwork, and discovery of clues and mysteries to facilitate active learning. By engaging in various tasks within a room, students work together in teams, fostering an active learning environment. The educational escape room offers several benefits, including the enhancement of problem-solving skills, student performance, and motivation. By incorporating gamification strategies into teaching and learning processes, this approach proves to be an effective way of promoting active learning in mathematics. In this paper, we present a case study that explores the use of an educational escape room with first-year undergraduate students from a Portuguese higher education institution, with the goal of improving their mathematical problem-solving skills. The study aims to evaluate how escape rooms can contribute to increased student motivation. To assess the perception of students regarding this escape room methodology, a quantitative survey was conducted. The findings indicate that using the escape room as an educational approach effectively increased student interest and improved learning outcomes in mathematics.
1 July 2023 in European Journal of Science and Mathematics Education
This work intends to disseminate a didactic experience in mathematics, in times of pandemic, in an emergency remote teaching situation, at the Portuguese School of Cape Verde, using the Desmos digital platform. The topic addressed was the study of the volume of geometric solids. The main objective was to contribute to the learning of mathematical concepts, using digital tools that promote students’ autonomy while respecting their learning pace, thus improving teaching practices through more assertive methodologies and more innovative resources. In order to understand how the Desmos platform contributes to improve the learning of geometry an explanatory case study was conducted. The participants in the study are 9th grade students from a Cape Verde school. Preliminary analysis of the data collected through several techniques, using diverse data collecting mechanisms, indicates that the contribution is very positive with clear advantages in the construction of knowledge on the part of the students, centered in a logic of skill development.
7 October 2024 in European Conference on Games Based Learning
Planning more dynamic and motivating lessons for students is the goal of any teacher, especially maths teachers, a subject where the lack of interest and motivation to learn is so evident and a major concern. Several studies highlight the positive impact of the adoption of gamification strategies in teaching/learning, both in student motivation and in the development of soft skills (teamwork, creativity, decision-making, leadership, communication, and critical thinking). Game-based learning thus promotes students' interest and involves them in this process. In this sense, one of the authors of this study chose to use several (non-digital) games to support the teaching-learning process in her classes. The games used were developed by the authors and have been thoroughly designed to address specific maths topics. The games took various forms, including card games, board games and other hands-on activities. The participants in the study are first-year undergraduate students from a Portuguese higher education institution and encompassed the course of “Quantitative Methods”. The aim of the study is to investigate students’ perceptions of the use of gamification in the maths teaching-learning process. To gather information about students’ insights on the use of games in math classes a quantitative survey was conducted. Similar studies have shown that higher education students are usually receptive to the use of games, finding it useful to increase their motivation and consider game-based learning can positively impact learning. Our findings are in line with those studies.