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  • Avrasya Sosyal ve Ekonomi Araştırmaları Dergisi
  • Volume:10 Issue:Prof. Dr. RASKUL IBRAGIMOV Special Issue Special Issue
  • THE POSSIBILITIES OF USING GAMIFICATION ELEMENTS IN TEACHING MATHEMATICS

THE POSSIBILITIES OF USING GAMIFICATION ELEMENTS IN TEACHING MATHEMATICS

Authors : Altynbek SANSYZBAYEV
Pages : 157-170
View : 34 | Download : 66
Publication Date : 2023-05-15
Article Type : Research Paper
Abstract :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.
Keywords : mathematics, education, learners, gamification, game technology

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