

The results indicate that 54% of the articles consider the affective domain in the measurement of the effects of game-based learning in mathematics education. The data sources are 57 journal articles from the area of interest listed in the Web of Sciences and Scopus. To achieve this, a systematic review with the use of a PRISMA statement is applied. In this work, the author studies journal articles that the use game-based learning in mathematics to assess its effects on the students, with the aim to analyze its impact on students’ affective domain. Modern teaching theories consider an important effect of education on the development of students’ affective domain, connected with the subject and its teaching. There are numerous studies dealing with the influences of this teaching method on the students’ achievements. In modern education nowadays, the use of game-based learning as a teaching and learning method is popular in all school subjects, including mathematics. This article can be interesting for teachers, parents, administrations of educational institutions. To identify the problem areas in the organization of teaching with digital resources the focus group method was applied. They consist of demographic, technological, innovative, motivational units, parental attitude to technologies, and depend on the sample of subjects. Questionnaires for teachers and parents were created to determine specifics of using educational websites and platforms. The study was conducted during 2017 in conjunction with preschool and elementary educational institutions in Kazan. The purpose of the study is to reveal the peculiarities of using educational websites in Russia in the process of teaching children of 6–8 years. Popularization of educational websites and platforms for children on various electronic devices is under way. The educational environment at the present stage is characterized by implementation and integration of intensively developing digital technologies.

The game was experienced by a group of students in an elementary school at São Paulo city, Brazil, and the preliminary results were positive. In this paper, we present such a game, called FracPotion, developed as an Open Educational Resource to teach about fractions to children. The educational games to teach this topic in Portuguese are few, so it has motivated us to develop a game to teach fractions entirely in Portuguese language, but able to be adapted to other languages of the region, like Spanish. In Brazil, the levels of proficiency on rational numbers in their fractional representation presented by students aged between 9 and 12 years, in general, are low, mainly because in local culture the fractional representation is not common at the daily activities. In this sense, educational games can act as an interesting and stimulating helping tool for them. Lot of motivation by part of the students. This learning process is very complex and demands a Among the basics subjects of these careers is Mathematics, but many youngstudents present difficulty to understand very basic mathematical concepts andlogical thinking activities. The areas of Science, Technology, Engineering and Mathematics,Ĭalled STEM careers, are important fields of knowledge for society nowadays.
Animo 2 game software#
We anticipate that our research findings related to this game will encourage more educators and others to develop more software applications in order to enhance students' mathematics learning. In order to develop the computer-based role-playing game, a usability testing is conducted to obtain better aspects of building this educational computer game for children. More importantly, the game aims to serve children who have different ages and mathematical skills therefore artificial intelligence (AI) is adopted. Colourful cartoon and music are utilised to attract the attention of children. This game enables children to pick the cartoon animals representing themselves while playing the game. In order to encourage students to pay more attention to mathematics, the mathematical game referred as to 'Animo Math' has been developed for children aged 5-7 years. Additionally, mathematics is one of the most basic skills that most parents expect their children to master. However, most parents want their children to be good in classes. This may cause serious problems in children because it possibly encourages them to obsess over something else easily. Presently, the advancement of modern digital technology has increasingly influenced playing and learning.
