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Impact of Motivation, Gamification and Learning Style on Students’ Interest in Maths Classes – A Study in 11 High School Grade

  • Maya Stoyanova
  • Daniela Tuparova
  • Kostadin Samardzhiev
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 716)

Abstract

In the age of dynamic development of information and communication technologies, students get bored quickly and easily lose their interest and motivation for learning when the taught material gets presented in the traditional ways. The purpose of the following study is to determine the level of impact of gamification on the process of studying Mathematics, and on the emotional condition of students with certain motivation and learning styles. The results of the study show that the evaluation and implementation of the gamification, achieved with the usage of Kahoot! in the process of studying Mathematics, do not affect the academic achievements of students with low intrinsic motivation in terms of studying mathematics, however, positively affect their emotional state, stimulate their interest and promote active learning.

Keywords

Gamification Students’ motivation Learning style  Mathematics education 

Notes

Acknowledgment

This paper is partially supported by Bulgarian National Scientific Fund, Contract N DN-05/10, 2016, “Pedagogical and Technological Issues of Educational Computer Games”.

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Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  1. 1.South-West University “Neofit Rilski”BlagoevgradBulgaria

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