Navigating the transition of a mathematical didactic game from tabletop to digital

Szerzők

  • Palencsár Enikő Miskolci Egyetem
  • Szilágyi Szilvia Miskolci Egyetem

DOI:

https://doi.org/10.35925/j.multi.2024.2.7

Kulcsszavak:

game-based learning, card games, digitalisation, educational technology, improper integrals, infinite series

Absztrakt

Game-based learning is gaining prominence across various educational levels due to its ability to accommodate the preferences commonly exhibited by Generation Z students for visual and experiential learning. Game-based methods are applicable in digital platforms and traditional classroom settings alike, with digital GBL typically taking the form of immersive video games, while non-digital GBL is generally represented by tabletop games. This paper aims to provide an examination of the most significant advantages and drawbacks associated with digital and non-digital didactic games. Subsequently, an overview of the game mechanics of Blue Yeti, a didactic card game designed to familiarise university students with the direct comparison test of improper integrals, will be provided. Finally, the challenges encountered during the digitalisation process of Blue Yeti will be described, outlining the key considerations involved in transitioning a mathematical didactic game to a digital format.

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Megjelent

2024-10-24