International Electronic Journal of Mathematics Education, Journal Year: 2025, Volume and Issue: 20(3), P. em0836 - em0836
Published: May 20, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students future challenges and evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy enhancing using interactive digital games. This study investigates implementation DGBL in secondary mathematics classrooms, focusing on four math games grounded constructionist approach that enables adaptation by both teachers students. Employing mixed-methods research design, we collected analyzed qualitative quantitative data. findings reveal although integrated their instruction, they did not involve modifying or creating games, thereby leaving potential largely unexploited. contributes literature offering an perspective (both teachers) opportunities implementing education.
Language: Английский