INTRODUCING THE CARD EDITING APPLICATION OF THE LIMSTROM DIDACTIC GAME

Autoriai

  • Szilvia Szilágyi University of Miskolc, Institute of Mathematics
  • Attila Korei University of Miskolc, Institute of Mathematics
  • Zsuzsanna Torok University of Miskolc, Institute of Anthropological and Philosophical Studies
  • Ingrida Vaičiulytė Šiaulių valstybinė kolegija image/svg+xml

DOI:

https://doi.org/10.56131/pstp.2023.27.1.119

Esminiai žodžiai:

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

Anotacija

Game-based learning plays an important role in all education and learning processes, including higher education nowadays. In the course, Mathematical Analysis, offered during the first semester, all students studying informatics learn about sequences of real numbers, convergence, and limits. These concepts are of key importance to understand advanced mathematical concepts and successfully complete advanced courses. Based on the benefits of game-based learning we came up with the idea of LimStorm that helps study groups of 4-10 students to learn and practice the limits of sequences of real numbers. In our paper we introduce a self-developed application which is suitable for generating decks of mathematical didactic card games, for example the deck of LimStorm.

Atsisiuntimai

Išleista

2023-06-15

Kaip cituoti

INTRODUCING THE CARD EDITING APPLICATION OF THE LIMSTROM DIDACTIC GAME. (2023). PROFESSIONAL STUDIES: Theory And Practice, 27(1), 31–41. https://doi.org/10.56131/pstp.2023.27.1.119

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