Abstract
The paper presents a conceptual interpretation of
amalgamating inquiry-based learning and the flipped classroom
model with gamification / game processes as means to strengthen
and improve the way Mathematics learning and teaching content,
strategies and approaches are enacted in primary, secondary and
tertiary education. By introducing a Personal Learning
Environment (PLE) where students and teachers can create,
(re)use and repurpose their own learning content (e.g. inquirybased
games feedback, assessment, micro-blogs), mathematics
modules can be accessed, created, remixed, learned and reviewed
in-class and out-class through rapid, personalised and
meaningful playful feedback. Learning activities and modules at
any scale may be coupled with the GamifyMaths framework to
offer engaging personalized learning experiences and promote
ownership, accomplishment and creativity. Learners and
teachers are finally enabled to discern the connection of
mathematics with other disciplines highlighting its interdisciplinary
application.
Original language | English |
---|---|
Title of host publication | Proceedings of 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL) |
Publisher | IEEE |
Pages | 343-347 |
ISBN (Print) | 978-1-4673-8243-4 |
DOIs | |
Publication status | Published - 2015 |
Event | 15th International Conference on Interactive Mobile Communication Technologies and Learning: Smart Mobile Communication & Artificial Intelligence - Porto Palace Hotel, Thessaloniki, Greece Duration: 9 Nov 2023 → 10 Nov 2023 Conference number: 1211 https://imcl-conference.org/current/ https://www.imcl-conference.org/current/ http://imcl-conference.org/imcl2015/ |
Conference
Conference | 15th International Conference on Interactive Mobile Communication Technologies and Learning |
---|---|
Abbreviated title | IMCL2023 |
Country/Territory | Greece |
City | Thessaloniki |
Period | 9/11/23 → 10/11/23 |
Internet address |
Bibliographical note
© 2015 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Keywords
- mathematics education
- inquiry-based learning
- games
- gamification