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Description

The stigma surrounding math- that it is difficult, pointless, and requires your brain to be wired a certain way- has for a long time impacted the success of students throughout their schooling. Students sometimes perceive math as boring and begin

The stigma surrounding math- that it is difficult, pointless, and requires your brain to be wired a certain way- has for a long time impacted the success of students throughout their schooling. Students sometimes perceive math as boring and begin to lose focus when the math concepts become more abstract as they reach middle school and high school. Sixth grade is when the brain shifts to more abstract thinking as kids transition from the concrete operational stage to the formal operational stage of cognitive development. This shift is reflected in the math curriculum and contributes to the struggle students face in learning math. To increase student engagement, gamification is a way to incorporate elements of gaming into education. Gamification can be used to motivate and encourage students to participate in their learning. In this project, a unit for 6th graders was designed to help combat students' math perception and failure that centers around a mystery game. Students learn about variables and expressions while engaging with the interactive mystery.

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Details

Title
  • Gamification of Math: Integrating Games into 6th Grade Curriculum to Promote Inquiry-based Learning
Contributors
Date Created
2021-05
Resource Type
  • Text
  • Machine-readable links