1,609
Views
21
CrossRef citations to date
0
Altmetric
Articles

Stimulating students’ engagement in mathematics courses in non-STEM academic programmes: A game-based learning

ORCID Icon & ORCID Icon

References

  • Alsina, C. (2001). Why the professor must be a stimulating teacher. Towards a new paradigm of teaching mathematics at university level. In D. Holton (Ed.), The teaching and learning of mathematics at university level: An ICMI study (Vol. 7, pp. 3–12). Dordrecht: Kluwer Academic.
  • Burguillo, J. (2010). Using game theory and competition-based learning to stimulate student motivation and performance. Computers and Education, 55, 566–575.10.1016/j.compedu.2010.02.018
  • Cortez, C., Nussbaum, M., Woywood, G., & Aravena, R. (2009). Learning to collaborate by collaborating: A face-to-face collaborative activity for measuring and learning basics about teamwork. Journal of Computer Assisted Learning, 25, 126–142.10.1111/j.1365-2729.2008.00298.x
  • Csikszentmihalyi, M. (1990). Flow. The psychology of optimal experience. New York, NY: Harper Perennial.
  • Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology and Society, 18, 75–88.
  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33, 441–467.10.1177/1046878102238607
  • Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion (Technical Report 2005-004). Orlando, FL: Naval Air Warfare Center.
  • Hirsch, P., & McKenna, A. (2008). Using reflection to promote teamwork understanding in engineering design education. International Journal of Engineering Education, 24, 377–385.
  • Hwang, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development, 62, 129–145.10.1007/s11423-013-9320-7
  • Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43, E6–E10.10.1111/bjet.2012.43.issue-1
  • Kinzie, M. B., & Joseph, D. R. D. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research and Development, 56, 643–663.10.1007/s11423-007-9076-z
  • Ku, O., Chen, S. Y., Wu, D. H., Lao, A. C. C., & Chan, T. W. (2014). The effects of game-based learning on mathematical confidence and performance: High ability vs. low ability. Educational Technology and Society, 17, 65–78.
  • Laursen, S. L., Hassi, M.-L., Kogan, M., & Weston, T. J. (2014). Benefits for women and men of inquiry-based learning in college mathematics: A multi-instiutional study. Journal for Research in Mathematics Education, 45, 406–418.
  • Lee, D., Huh, Y., & Reigeluth, C. M. (2015). Collaboration, intragroup conflict, and social skills in project-based learning. Instructional Science, 43, 561–590.10.1007/s11251-015-9348-7
  • Metje, N., Frank, H. L., & Croft, P. (2007). Can’t do maths – Understanding students’ maths anxiety. Teaching Mathematics and its Applications, 26, 79–88.10.1093/teamat/hrl023
  • Naik, N. (2014, October). A comparative evaluation of game-based learning: Digital or non-digital games? In European Conference on Games Based Learning (pp. 437–446). Berlin: Academic Conferences International Limited.
  • Naik, N. (2015). The use of GBL to teach mathematics in higher education. Innovations in Education and Teaching International, 1–9.
  • Prince, M. (2004). Does active learning work? A review of the research. Journal of Engineering Education, 93, 223–231.10.1002/jee.2004.93.issue-3
  • Ruizacárate Varela, C., García-García, M. J., González-García, C., & Casado-Sánchez, J.-L. (2013, December). Soft skills: A comparative analysis between online and classroom teaching. 2013 International Conference on Advanced Education Technology and Management Science AETMS, Hong Kong, pp. 359–366.
  • Sesen, B. A., & Tarhan, L. (2011). Active-learning versus teacher-centered instruction for learning acids and bases. Research in Science & Technological Education, 29, 205–226.10.1080/02635143.2011.581630
  • Vallerand, R. J., Fortier, M. S., & Guay, F. (1997). Self-determination and persistence in a real-life setting: Toward a motivational model of high school dropout. Journal of Personality and Social Psychology, 72, 1161–1176.10.1037/0022-3514.72.5.1161
  • Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. Educause Review, 41, 16–30.
  • Warschauer, M. (2004). Technology and social inclusion: Rethinking the digital divide. Cambridge, MA: MIT Press.
  • Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009). Relationships between game attributes and learning outcomes. Simulation & Gaming, 40, 217–266.10.1177/1046878108321866

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.