Abstract
<span>The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decades of the 20th century as world-wide improvements in innovation took place. Today's learners live their lives with easy access to technology. This paper discusses the need for, motivation for and adjustment of digital, game-based learning to meet the needs of contemporary and the future generations of learners. Specifically, a game prototype for pupils of 9 to 10 years of age was implemented and evaluated. A simple mathematical game was created to help children practice mathematical skills in a fun, logical, thoughtful, enjoyable, amusing and light-hearted way. The results of the evaluation showed that children were interested in using mobile devices to learn mathematics, and especially the multiplication table. During the study, children tried both to achieve positive results and enjoyed the game. Our findings indicate that using mobile-based games encourages a positive mental outlook in pupils toward mathematics, ensures their dynamic, noteworthy participation and supports the acquisition of mathematical knowledge.</span>
Highlights
Video games have existed for more than forty years
Smart buttons called Flic buttons were used in the application
Our results indicate that using a smartphone-based application to learn math can help students efficiently and quickly reach educational goals at all levels of education
Summary
Video games have existed for more than forty years. They have influenced an extraordinary number of individuals as their sales have surpassed those of movies. They incorporate film, graphics, text and sound to convey stories and objectives to the player. As a new form of media, video games can communicate information to a wide audience in unique ways [1]. Technology and computer games can be used to expand students’ knowledge, lead them to draw more associations between subjects and enable them to form individual relationships with the subjects they study [2]. Computer and video games [3] are extremely powerful learning tools, which can create effective iJIM ‒ Vol 12, No 5, 2018
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