Palencsár, Enikő and Lengyelné Szilágyi, Szilvia (2024) Navigating the transition of a mathematical didactic game from tabletop to digital. MULTIDISZCIPLINÁRIS TUDOMÁNYOK: A MISKOLCI EGYETEM KÖZLEMÉNYE, 14 (2). pp. 64-76. ISSN 2062-9737
|
Text
3091_publish.pdf - Published Version Download (924kB) | Preview |
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.
Item Type: | Article |
---|---|
Uncontrolled Keywords: | game-based learning, card games, digitalisation, educational technology, improper integrals, infinite series |
Subjects: | Q Science / természettudomány > QA Mathematics / matematika |
SWORD Depositor: | MTMT SWORD |
Depositing User: | MTMT SWORD |
Date Deposited: | 06 Feb 2025 10:13 |
Last Modified: | 06 Feb 2025 10:13 |
URI: | https://real.mtak.hu/id/eprint/215247 |
Actions (login required)
![]() |
Edit Item |