Integrating digital games in the classroom: a case study with game probchallenge
Integrating digital games in the classroom: a case study with game probchallenge
Samenvatting
This paper reports how a mathematics teacher uses a digital game for learning and teaching in the classroom. We utilize a case study approach to examine the pedagogical activities present in the lesson. The results of the study indicate that not all of the lesson objectives were met. Even though the teacher planned the lesson and the activities for the students, his lack of knowledge about gamebased pedagogy had an impact on the learning outcomes.

| Organisatie | |
| Gepubliceerd in | 16th International Conference on Technology in Mathematics Teaching (ICTMT 16) Athene, Greece, GRC |
| Jaar | 2024 |
| Type | |
| Taal | Engels |






























