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European School Education Platform
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TwinSpace

MATH WITH GAMIFICATION

Our project was carried out with 126 students between the ages of 12 and 15. Students' mathematics skills, problem solving, logical thinking and creativity were improved with activities prepared using gamification method in mathematics lessons. Students benefited from game mechanics such as cooperation, feedback and reward in mathematics lessons. Students participated actively in the process and took responsibility for their own learning. The gamification method increased students' motivation and participation in the lesson.Students' academic achievement increased. Students were able to use web2 tools creatively in this process. Teachers' ability to activate gamified learning environments increased. Teachers were enabled to actively use the gamification method in mathematics lessons. Students were enabled to use technology positively with web2 tools during the project.

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