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How to Apply Gamification Techniques to Design a Gaming Environment for Algebra Concepts

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E-Learning, E-Education, and Online Training

Abstract

Applying game-like mechanics in non-game software is a technique known as gamification. Gaming environments have been used to teach mathematical topics such as addition and division in a fun manner. However, given the difficulty of mathematical concepts, especially at the college level, it is very difficult to make software that can be considered both a video game and a teaching tool. Past game work in mathematics has mainly been the creation of puzzle games for primitive concepts such as addition. Our aim with this work is to show how we can build a type of entertainment software that allows users to learn mathematical concepts through play and investigate whether this type of game can help reduce players stress.

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Notes

  1. 1.

    https://www.youtube.com/watch?v=qsl9NjyVpHY.

  2. 2.

    http://www.mangahigh.com/en-us/.

  3. 3.

    http://www.mathplayground.com/.

  4. 4.

    http://matematika.hrou.cz/.

  5. 5.

    http://www.ixl.com/.

  6. 6.

    https://www.khanacademy.org/.

  7. 7.

    http://www.mangahigh.com/.

  8. 8.

    http://www.coolmath.com/.

  9. 9.

    http://www.onlinemathlearning.com/.

  10. 10.

    “A 2010 American 3D computer-animated comedy film from Universal Pictures and Illumination Entertainment that was released on July 9, 2010 in the United States.” Wikipedia.

  11. 11.

    http://www.skoonline.org/home.

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Acknowledgements

We wish to thank Sioui Maldonado-Bouchard for her help in revising English in this paper, sharing her neuroscience expertise and the design and implantation of statistical experiments in this work.

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Correspondence to Usef Faghihi .

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© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

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Faghihi, U. et al. (2017). How to Apply Gamification Techniques to Design a Gaming Environment for Algebra Concepts. In: Vincenti, G., Bucciero, A., Helfert, M., Glowatz, M. (eds) E-Learning, E-Education, and Online Training. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 180. Springer, Cham. https://doi.org/10.1007/978-3-319-49625-2_8

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  • DOI: https://doi.org/10.1007/978-3-319-49625-2_8

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