Skip to main content

ASU Global menu

Skip to Content Report an accessibility problem ASU Home My ASU Colleges and Schools Sign In
Arizona State University Arizona State University
ASU Library KEEP

Main navigation

Home Browse Collections Share Your Work
Copyright Describe Your Materials File Formats Open Access Repository Practices Share Your Materials Terms of Deposit API Documentation
Skip to Content Report an accessibility problem ASU Home My ASU Colleges and Schools Sign In
  1. KEEP
  2. Theses and Dissertations
  3. Barrett, The Honors College Thesis/Creative Project Collection
  4. Gamification of Math: Integrating Games into 6th Grade Curriculum to Promote Inquiry-based Learning
  5. Full metadata

Gamification of Math: Integrating Games into 6th Grade Curriculum to Promote Inquiry-based Learning

Full metadata

Description

The stigma surrounding math- that it is difficult, pointless, and requires your brain to be wired a certain way- has for a long time impacted the success of students throughout their schooling. Students sometimes perceive math as boring and begin to lose focus when the math concepts become more abstract as they reach middle school and high school. Sixth grade is when the brain shifts to more abstract thinking as kids transition from the concrete operational stage to the formal operational stage of cognitive development. This shift is reflected in the math curriculum and contributes to the struggle students face in learning math. To increase student engagement, gamification is a way to incorporate elements of gaming into education. Gamification can be used to motivate and encourage students to participate in their learning. In this project, a unit for 6th graders was designed to help combat students' math perception and failure that centers around a mystery game. Students learn about variables and expressions while engaging with the interactive mystery.

Date Created
2021-05
Contributors
  • Carson, Emma Charlotte (Author)
  • Barnett, Juliet (Thesis director)
  • Zucker, Stanley (Committee member)
  • Division of Teacher Preparation (Contributor)
  • Barrett, The Honors College (Contributor)
Topical Subject
  • gamification
  • Inquiry-based
  • Math Curriculum
Resource Type
Text
Extent
33 pages
Language
eng
Copyright Statement
In Copyright
Primary Member of
Barrett, The Honors College Thesis/Creative Project Collection
Series
Academic Year 2020-2021
Handle
https://hdl.handle.net/2286/R.I.63837
Level of coding
minimal
Cataloging Standards
asu1
System Created
  • 2021-04-20 12:24:26
System Modified
  • 2021-08-11 04:09:57
  •     
  • 1 year 9 months ago
Additional Formats
  • OAI Dublin Core
  • MODS XML

Quick actions

About this item

Overview
 Copy permalink

Share this content

Feedback

ASU University Technology Office Arizona State University.
KEEP

Contact Us

Repository Services
Home KEEP PRISM ASU Research Data Repository
Resources
Terms of Deposit Sharing Materials: ASU Digital Repository Guide Open Access at ASU

The ASU Library acknowledges the twenty-three Native Nations that have inhabited this land for centuries. Arizona State University's four campuses are located in the Salt River Valley on ancestral territories of Indigenous peoples, including the Akimel O’odham (Pima) and Pee Posh (Maricopa) Indian Communities, whose care and keeping of these lands allows us to be here today. ASU Library acknowledges the sovereignty of these nations and seeks to foster an environment of success and possibility for Native American students and patrons. We are advocates for the incorporation of Indigenous knowledge systems and research methodologies within contemporary library practice. ASU Library welcomes members of the Akimel O’odham and Pee Posh, and all Native nations to the Library.

Number one in the U.S. for innovation. ASU ahead of MIT and Stanford. - U.S. News and World Report, 8 years, 2016-2023
Maps and Locations Jobs Directory Contact ASU My ASU
Copyright and Trademark Accessibility Privacy Terms of Use Emergency COVID-19 Information