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THE POSSIBILITIES OF USING GAMIFICATION ELEMENTS IN TEACHING MATHEMATICS

Yıl 2023, Cilt: 10 Sayı: Prof. Dr. RASKUL IBRAGIMOV Özel Sayısı, 157 - 170, 15.05.2023

Öz

Abstract
The purpose of this study is to determine the possibilities of using gamification elements to improve the quality of education as a result of increasing the motivation of students in mathematics education. For this purpose, the works of foreign and domestic scientists were reviewed and analyzed, and their definitions of the concept of gamification were given. As a result, it was concluded that gamification is the widespread use of games, their elements and methods in non-game situations, which should not be considered the same as game exercises.
The article describes examples of services for using gamification elements in teaching mathematics, including the possibility of the computer application "Joyteka". Analyzing game elements according to Kevin Werbach's method of introducing gamification into the educational process, examples of games for teaching mathematical modules were considered.
The use of gamification elements in teaching mathematics allows to differentiate the educational process, to take into account the needs of different groups of students. As a result, their interest in learning increases, external motivation gradually turns into internal motivation. Thus, the behavior of students changes: the process of providing mutual assistance develops in the study group; in the course of doing homework, there is an opportunity to gain deeper knowledge; interest in the subject increases; enthusiasm for solving problem situations and learning increases. These changes have a significant impact on the effectiveness of school mathematics teaching.

Kaynakça

  • 1. Dooley, T., Dunphy, E., Shiel, G., Butler, D., Corcoran, D., Farrell, T.,…Perry, B. (2014). Mathematics in early childhood and primary education (Children aged 3–8 years): Teaching and learning. Dublin, Ireland: National Council for Curriculum and Assessment
  • 2. Vygotsky L. C. Play and its role in the mental development of the child. // Voprosy psikhologii, 1966. No. 6. S. 42-56
  • 3. Davydov V. V. The problem of developmental education. - M., Pedagogy, 1986. - 275 p.
  • 4. Zhumabaev, Magzhan. Pedagogy / M. Zhumabayev. - Almaty: Mother tongue, 1992. - 160 pages.
  • 5. Ushinsky K. D. Selected pedagogical works. -M., 1968. S. 140-141
  • 6. Igna O. N. Imitation (modeling) technology in the professional methodological training of a teacher of a foreign language // Vestn. Tomskogo Gos. ped. (TSPU Bulletin). 2011. Vyp. 9 (111). S. 186–190.
  • 7. Dobychyna N. V. "Computer games - theater of active actions" // Philosophical problems of information technologies and cyberspace. 2013. No. 1. S. 149–158.
  • 8. Orlova O. V., Titova V. N. Gamification as a way of organizing training // Vestnik TSPU (TSPU Bulletin). 2015. 9 (162) P. 60-64
  • 9. Melwin, M., Merry, J., & Chiramel, J. (2017). Fun is the future: A collection of compelling gamification success stories. New Delhi, India: Education Publishing.
  • 10. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. http://doi.org/10.1016/j.ijhcs.2014.09.006
  • 11. Wiki-gamification. URL: https://wiki5.ru/wiki/Gamification (access date: 20.02.2022).
  • 12. Gamification // Wikipedia - the free encyclopedia. URL: https://ru.wikipedia.org/ wiki/Igofikatsiya (access date: 21.02.2022)
  • 13. Wood L. C. & Reiners T. (2015). Gamification. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology (3 rd ed., pp. 3039-3047). Hershey, PA: Information Science Reference. DOI: 10.4018/978-1-4666-5888-2.ch297
  • 14. Bozkurt A., & Genç-Kumtepe E. (2014). Gameplay, game philosophy and education: Gamification. Paper presented at the Akademik Bilişim Conference, February 5-7. http://ab.org.tr/ab14/bildiri/233.pdf
  • 15. Sezgin S., Bozkurt A., Yılmaz E. A., & Van der Linden N. (2018). Gamification, education and theoretical approaches: Motivation, engagement and sustainability in learning processes. Mehmet Akif Ersoy University Journal of Education Faculty, (45), 169-189. https://doi.org/10.21764/maeuefd.339909
  • 16. Dominguez A., Saenz-de-Navarrete J., de-Marcos L., Fernandez-Sanz L., Pages C., & Martinez-Herraiz J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
  • 17. Hamari J., Koivisto J., & Sarsa H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
  • 18. Herger M. Enterprise Gamification. 2012. URL: http://enterprise-gamification.com/index.php/de/blog/4-blog/79-the-gamification-tipping-point (accessed 12.03.2023).
  • 19. Fazilzyanova G.I., Sokolova T.Yu., Balalov V.V. Trends of gamification in educational communications of a digital society // Economic and social-humanitarian studies № 1 (29) 2021 C.105-110. DOI:10.24151/2409-1073-2021-1-105-110
  • 20. Evdokimova V.E., Kirillova O.A., Zhdanova E.A. Possibilities of services for the creation of interactive educational materials // Scientific review. Pedagogical sciences. - 2022. - No. 6. - P.10-15; URL: https://science-pedagogy.ru/ru/article/view?id=2452 (access date: 04/24/2023).
  • 21. Bijieva S.H., Urusova F.A.-A. Gamification of education: problems of use and perspectives of development // Mir nauki. Pedagogy and psychology, 2020 No. 4, https://mir-nauki.com/PDF/34PDMN420.pdf
  • 22. Zamyatina O. M., Mozgaleva P. I., Yurutkina T. Yu. Application of game technologies in "physics" and "mathematics" modules // Scientific and methodological electronic magazine "Concept". - 2015. - Vol. 15. - S. 46–50. – URL: http://e-koncept.ru/2015/95151.htm.
  • 23. Eichhorn MV. Gamification of the educational process // Methodological manual under the editorship. Eichhorn M.V. - Tomsk 2015. 39 p. URL:https://toipkro.ru/content/files/ documents/podrazdeleniya/pip/geymifikatsia_obrazovatelnogo_protsesa.pdf
Yıl 2023, Cilt: 10 Sayı: Prof. Dr. RASKUL IBRAGIMOV Özel Sayısı, 157 - 170, 15.05.2023

Öz

Kaynakça

  • 1. Dooley, T., Dunphy, E., Shiel, G., Butler, D., Corcoran, D., Farrell, T.,…Perry, B. (2014). Mathematics in early childhood and primary education (Children aged 3–8 years): Teaching and learning. Dublin, Ireland: National Council for Curriculum and Assessment
  • 2. Vygotsky L. C. Play and its role in the mental development of the child. // Voprosy psikhologii, 1966. No. 6. S. 42-56
  • 3. Davydov V. V. The problem of developmental education. - M., Pedagogy, 1986. - 275 p.
  • 4. Zhumabaev, Magzhan. Pedagogy / M. Zhumabayev. - Almaty: Mother tongue, 1992. - 160 pages.
  • 5. Ushinsky K. D. Selected pedagogical works. -M., 1968. S. 140-141
  • 6. Igna O. N. Imitation (modeling) technology in the professional methodological training of a teacher of a foreign language // Vestn. Tomskogo Gos. ped. (TSPU Bulletin). 2011. Vyp. 9 (111). S. 186–190.
  • 7. Dobychyna N. V. "Computer games - theater of active actions" // Philosophical problems of information technologies and cyberspace. 2013. No. 1. S. 149–158.
  • 8. Orlova O. V., Titova V. N. Gamification as a way of organizing training // Vestnik TSPU (TSPU Bulletin). 2015. 9 (162) P. 60-64
  • 9. Melwin, M., Merry, J., & Chiramel, J. (2017). Fun is the future: A collection of compelling gamification success stories. New Delhi, India: Education Publishing.
  • 10. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. http://doi.org/10.1016/j.ijhcs.2014.09.006
  • 11. Wiki-gamification. URL: https://wiki5.ru/wiki/Gamification (access date: 20.02.2022).
  • 12. Gamification // Wikipedia - the free encyclopedia. URL: https://ru.wikipedia.org/ wiki/Igofikatsiya (access date: 21.02.2022)
  • 13. Wood L. C. & Reiners T. (2015). Gamification. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology (3 rd ed., pp. 3039-3047). Hershey, PA: Information Science Reference. DOI: 10.4018/978-1-4666-5888-2.ch297
  • 14. Bozkurt A., & Genç-Kumtepe E. (2014). Gameplay, game philosophy and education: Gamification. Paper presented at the Akademik Bilişim Conference, February 5-7. http://ab.org.tr/ab14/bildiri/233.pdf
  • 15. Sezgin S., Bozkurt A., Yılmaz E. A., & Van der Linden N. (2018). Gamification, education and theoretical approaches: Motivation, engagement and sustainability in learning processes. Mehmet Akif Ersoy University Journal of Education Faculty, (45), 169-189. https://doi.org/10.21764/maeuefd.339909
  • 16. Dominguez A., Saenz-de-Navarrete J., de-Marcos L., Fernandez-Sanz L., Pages C., & Martinez-Herraiz J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
  • 17. Hamari J., Koivisto J., & Sarsa H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
  • 18. Herger M. Enterprise Gamification. 2012. URL: http://enterprise-gamification.com/index.php/de/blog/4-blog/79-the-gamification-tipping-point (accessed 12.03.2023).
  • 19. Fazilzyanova G.I., Sokolova T.Yu., Balalov V.V. Trends of gamification in educational communications of a digital society // Economic and social-humanitarian studies № 1 (29) 2021 C.105-110. DOI:10.24151/2409-1073-2021-1-105-110
  • 20. Evdokimova V.E., Kirillova O.A., Zhdanova E.A. Possibilities of services for the creation of interactive educational materials // Scientific review. Pedagogical sciences. - 2022. - No. 6. - P.10-15; URL: https://science-pedagogy.ru/ru/article/view?id=2452 (access date: 04/24/2023).
  • 21. Bijieva S.H., Urusova F.A.-A. Gamification of education: problems of use and perspectives of development // Mir nauki. Pedagogy and psychology, 2020 No. 4, https://mir-nauki.com/PDF/34PDMN420.pdf
  • 22. Zamyatina O. M., Mozgaleva P. I., Yurutkina T. Yu. Application of game technologies in "physics" and "mathematics" modules // Scientific and methodological electronic magazine "Concept". - 2015. - Vol. 15. - S. 46–50. – URL: http://e-koncept.ru/2015/95151.htm.
  • 23. Eichhorn MV. Gamification of the educational process // Methodological manual under the editorship. Eichhorn M.V. - Tomsk 2015. 39 p. URL:https://toipkro.ru/content/files/ documents/podrazdeleniya/pip/geymifikatsia_obrazovatelnogo_protsesa.pdf
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Research Article
Yazarlar

Altynbek Sansyzbayev

Yayımlanma Tarihi 15 Mayıs 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 10 Sayı: Prof. Dr. RASKUL IBRAGIMOV Özel Sayısı

Kaynak Göster

APA Sansyzbayev, A. (2023). THE POSSIBILITIES OF USING GAMIFICATION ELEMENTS IN TEACHING MATHEMATICS. Avrasya Sosyal Ve Ekonomi Araştırmaları Dergisi, 10(Prof. Dr. RASKUL IBRAGIMOV Özel Sayısı), 157-170.