Search

Published After
Published Before

Search Results

  • Mapping students’ motivation in a problem oriented mathematics classroom
    111-121
    Views:
    39

    This research focuses on mapping students’ motivation by implementing problem-solving activities, namely how the problem-oriented approach affects the students’ commitment, motivation, and attitude to learning. As a practicing teacher, the author faced difficulties with motivation and sought to improve her practice in the form of action research as described in this paper. Based on the literature, the author describes sources of motivation as task interest, social environment, opportunity to discover, knowing why, using objects, and helping others. The author discusses the effect of problem-oriented teaching on the motivation of 7th-grade students. In this paper, the results of two lessons are presented.

    Subject Classification: 97C20, 97D40, 97D50, 97D60

  • The time spent on board games pays off: links between board game playing and competency motivation
    119-131
    Views:
    90

    The impact playing has on the development of thinking is an important topic of psychology of learning, brain research and mathematics didactics.
    Our research is also connected to the aforementioned topic. We investigated the effects of playing board games on competence motivation and the development of mathematical competencies.
    In this paper, we present the results of an experiment carried out in a secondary school class.
    The experimental group spent one of three weekly mathematics lessons playing board games.
    Apart from the several advantages of playing games in general, we can conclude that, based on the results of the national competence measurement, the mathematical competence of the students developed properly.
    The readiness and the progress of the pupils were compared on the basis of input and output tests and an initial knowledge measurement and, at the same time, we compared their level of mathematical competence with the results of the national competence
    measurement.

    Subject Classification: 97C70, 97D40

  • Lehre der Trigonometrie anhand realistischer Aufgaben im Online-Unterricht
    87-105
    Views:
    81

    The aim of our study was to explore the effects of the active use of realistic exercises in the field of trigonometry. We taught a group of 14 pupils, who were in grade 11. The most of them told us they did not plan mathematics-related studies in the future. We included realistic exercises into our teaching plan, which covered the fields of scalar product, as well as the sine and cosine theorems. Our teaching experiment was done within the framework of online teaching. Effects on the motivation, performance and results of the students were taken into consideration. We also attempted to examine the effects of online teaching on motivation and whether the use of realistic exercises is worthwhile in an online classroom environment. Performance of the students showed a tendency of improvement when they were dealing with the material through realistic exercises even despite the teaching happened online.

    Subject Classification: 97C70, 97D40, 97G60

  • A case study of the integration of Algorithm Visualizations in Hungarian programming education
    51-66
    Views:
    91

    In this study, I will introduce how Algorithm Visualizations (AV) can help programming education or, in this case, the acquisition of basic programming theorems. I used two di erent methods to test this: in the first round, I examined in a larger group how much the students' ability to solve specific tasks changes after being introduced to a visualization tool, and then, what was their motivation and experience during this process. In the second round, I looked for the components that could be important when choosing a tool with the help of an in-depth interview with a smaller number of individuals. In both cases, I describe the research, experience, and results of the study, and then summarize them at the end.

    Subject Classification: 97P10

  • Gamification in Higher Education
    87-106
    Views:
    248

    The way of thinking and the way of life of the today's children and teenagers have changed radically. Some of the well-established pedagogical methods that were used for decades have become obsolete. Therefore, we need to look for a new method to approach Generations Z and Alpha. Gamification, which has been known since 2010 and means the use of game elements in other areas of life, offers an opportunity to do so.
    In addition to a brief description of gamification, my article shows some possibilities for using it at the university. Furthermore, I investigate the impact of gamification on the student in "Algorithms and Data Structures" university course.

    Subject Classification: 97P30