A software possessing a computational engine which allows to represent scientific and mathematical objects and to perform numeric and symbolic calculations, to represent graphs and geometric figures in 2D and 3D, to animate simulations, and to solve problems interactively.
Published in Chapter:
Teaching Online EMI Mathematics Courses: A Proposal to Combine Gamification and Adaptive Learning
Alice Barana (University of Turin, Italy), Marina Marchisio (University of Turin, Italy), Matteo Sacchet (University of Turin, Italy), and Daniela Salusso (University of Turin, Italy)
Copyright: © 2022
|Pages: 21
DOI: 10.4018/978-1-7998-9660-9.ch015
Abstract
Studies show that gamification enhances the mathematics learning experience by increasing student engagement. Gamification can be successfully used in higher education contexts, primarily when it comes to distance learning. It can compensate for the lack of interaction and create a student-centered, customizable, and autonomy-promoting environment. The use of adaptive learning and interactive feedback can be seen as strategies to improve student access and success in open online courses. In particular, a mathematical modelling module for undergraduates developed inside the project start@unito uses such strategies. Moreover, it is taught entirely in English. The Mathematical Modelling course inside the Erasmus+ Project SMART represents another source for research. The purpose of the chapter is to discuss the possibility of combining adaptive learning with gamification techniques to enhance and facilitate the English-mediated learning process while teaching of mathematics, adding the linguistic and STEM education challenge.