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THE IMPACT OF LEARNING GAMES ON THE APPROACH OF SECONDARY GRADE STUDENTS TOWARDS THE SUBJECT OF MATHEMATICS AND THE DEVELOPMENT OF THEIR COMPUTATIONAL THINKING
Sofia University St. Kliment Ohridski (BULGARIA)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 5962-5968
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.1204
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
The world is rapidly changing its approach to technology. Our students as part of this change spend a lot of time in front of technological devices. Education system policies around the world are being structured to implement a variety of technology-based teaching methods so that learning is an attractive process for the younger generation. When this process is supported by technological devices, with which students spend a very long time, the most important thing to do is to orient and support them so that the time spent with technological devices favors their education and training and ensures involvement in the process of learning with desire and creativity.

In this paper, through a case study, we will address the advantages of math games in general and the Kahoot! in particular, to motivate, increase self-esteem, collaborate with students of different levels as well as strengthening positive attitudes towards learning mathematics.

In parallel, we will emphasize the role that learning games play in mathematics to develop logical, critical, and computational thinking.
Keywords:
Learning math, ICT, learning games, computational thinking, critical thinking.