Strengthening the education and learning process of students of informatics via game-based learning tools

The development of the LimStorm didactic game and the results of its application

Authors

DOI:

https://doi.org/10.35925/j.multi.2022.1.3

Keywords:

game-based learning, didactic game, active learning methods, small-group education, limit of the sequence, card games

Abstract

The concepts of real number sequence, convergence and limit are introduced to all computer science students in their first semester mathematical analysis course. Teaching methods that have proven to be effective in motivating Generation Z students are a powerful support to keep students' attention and interest. Building on the advantages of game-based learning, we developed a card game called LimStorm, which was designed to practice the notable limits of real number sequences for groups of 4–10 students. In this paper we summarise our empirical experience from the experimental phase, in addition to presenting the LimStorm game.

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Published

2022-05-15