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Gamifying Mathematics for Primary Students in Rural Sri Lanka

Published: 23 October 2016 Publication History

Abstract

Tablet computers can be an effective tool to improve education. While there is an abundance of studies showcasing the use of tablets for education in the developed countries, such a use of tablets is under-studied in the developing countries. In this paper we present the findings of a study done in rural Sri Lanka, which aimed at developing a grounded understanding on how students and teachers use gamified mobile applications to learn mathematics in the classroom environment. We carried out an ethnographic study over two weeks with grade three (8 year old) students in two different schools. Our preliminary results show that there is a positive impact on students' as well as teachers' motivations and the students approach towards learning changed in to a student centric one. We have identified design issues in our gamified mobile application and aspects of designing interactions for teaching and learning in a technologically-enhanced environment in a rural setting.

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Department of Examination, Sri Lanka. 2016. http://www.doenets.lk/exam/downloads.jsf (23/07/2016)
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Cited By

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  • (2023)Unleashing the Potential of Personalized Gamification and Social Learning: An Adaptive Approach to Motivation and Success Improvement2023 7th IEEE Congress on Information Science and Technology (CiSt)10.1109/CiSt56084.2023.10409968(436-441)Online publication date: 16-Dec-2023
  • (2023)Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal EducationTechnology, Knowledge and Learning10.1007/s10758-023-09656-829:1(557-581)Online publication date: 2-Jun-2023
  • (2021)Impact of Gamification, Games, and Game Elements in EducationInnovations in Information and Communication Technologies (IICT-2020)10.1007/978-3-030-66218-9_23(201-210)Online publication date: 16-Jul-2021
  • Show More Cited By

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  1. Gamifying Mathematics for Primary Students in Rural Sri Lanka

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    cover image ACM Other conferences
    NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction
    October 2016
    1045 pages
    ISBN:9781450347631
    DOI:10.1145/2971485
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 23 October 2016

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    Author Tags

    1. HCI
    2. gamification
    3. interaction design for kids

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    • Short-paper
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    • Refereed limited

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    NordiCHI '16

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    NordiCHI '16 Paper Acceptance Rate 58 of 231 submissions, 25%;
    Overall Acceptance Rate 379 of 1,572 submissions, 24%

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    Cited By

    View all
    • (2023)Unleashing the Potential of Personalized Gamification and Social Learning: An Adaptive Approach to Motivation and Success Improvement2023 7th IEEE Congress on Information Science and Technology (CiSt)10.1109/CiSt56084.2023.10409968(436-441)Online publication date: 16-Dec-2023
    • (2023)Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal EducationTechnology, Knowledge and Learning10.1007/s10758-023-09656-829:1(557-581)Online publication date: 2-Jun-2023
    • (2021)Impact of Gamification, Games, and Game Elements in EducationInnovations in Information and Communication Technologies (IICT-2020)10.1007/978-3-030-66218-9_23(201-210)Online publication date: 16-Jul-2021
    • (2020)Kids PlayProceedings of the International Conference on Computing Advancements10.1145/3377049.3377123(1-8)Online publication date: 10-Jan-2020
    • (2018)Exploring the relationships between gamification and motivational needs in technology designInternational Journal of Crowd Science10.1108/IJCS-09-2018-0025Online publication date: 13-Nov-2018

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