Abstract
In the age of dynamic development of information and communication technologies, students get bored quickly and easily lose their interest and motivation for learning when the taught material gets presented in the traditional ways. The purpose of the following study is to determine the level of impact of gamification on the process of studying Mathematics, and on the emotional condition of students with certain motivation and learning styles. The results of the study show that the evaluation and implementation of the gamification, achieved with the usage of Kahoot! in the process of studying Mathematics, do not affect the academic achievements of students with low intrinsic motivation in terms of studying mathematics, however, positively affect their emotional state, stimulate their interest and promote active learning.
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Acknowledgment
This paper is partially supported by Bulgarian National Scientific Fund, Contract N DN-05/10, 2016, “Pedagogical and Technological Issues of Educational Computer Games”.
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Stoyanova, M., Tuparova, D., Samardzhiev, K. (2018). Impact of Motivation, Gamification and Learning Style on Students’ Interest in Maths Classes – A Study in 11 High School Grade. In: Auer, M., Guralnick, D., Simonics, I. (eds) Teaching and Learning in a Digital World. ICL 2017. Advances in Intelligent Systems and Computing, vol 716. Springer, Cham. https://doi.org/10.1007/978-3-319-73204-6_17
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DOI: https://doi.org/10.1007/978-3-319-73204-6_17
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