A Game-based Learning Project – Calculating Limit of Sequences with the Didactic Game LimStorm

Authors

  • Szilvia Szilágyi University of Miskolc, Hungary
  • Attila Körei University of Miskolc, Hungary
  • Zsuzsanna Török University of Miskolc, Hungary
  • Ingrida Vaičiulytė Šiaulių valstybinė kolegija / Šiauliai State Higher Education Institution, Lithuania

DOI:

https://doi.org/10.56131/tmt.2023.2.1.96

Keywords:

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

Abstract

The concepts of real number sequence, convergence and limit are introduced to all engineering and computer science students in their first semester mathematical analysis course. Game-based 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 important limits of real number sequences for groups of 4-10 students. In this paper we summarise our empirical experience from the two-year pilot phase.

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

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Published

2023-04-14

How to Cite

Szilágyi, S., Körei, A., Török, Z., & Vaičiulytė, I. (2023). A Game-based Learning Project – Calculating Limit of Sequences with the Didactic Game LimStorm. Applied Scientific Research, 2(1), 41–49. https://doi.org/10.56131/tmt.2023.2.1.96