J 2024

Didactic Game Based on the Unreal Engine and the Effectiveness of its Implementation in Mathematics Education

ŽENATÝ, Erik; Martin DOSEDLA; Karel PICKA a Jitka ŠŤASTNÁ

Základní údaje

Originální název

Didactic Game Based on the Unreal Engine and the Effectiveness of its Implementation in Mathematics Education

Autoři

ŽENATÝ, Erik; Martin DOSEDLA ORCID; Karel PICKA a Jitka ŠŤASTNÁ ORCID

Vydání

TEM JOURNAL-TECHNOLOGY EDUCATION MANAGEMENT INFORMATICS, SERBIA, ASSOC INFORMATION COMMUNICATION TECHNOLOGY EDUCATION & SCIENCE, 2024, 2217-8309

Další údaje

Jazyk

angličtina

Typ výsledku

Článek v odborném periodiku

Obor

50301 Education, general; including training, pedagogy, didactics [and education systems]

Stát vydavatele

Srbsko

Utajení

není předmětem státního či obchodního tajemství

Odkazy

Impakt faktor

Impact factor: 0.700

Označené pro přenos do RIV

Ano

Kód RIV

RIV/00216224:14410/24:00138318

Organizační jednotka

Pedagogická fakulta

EID Scopus

Klíčová slova anglicky

Educational games; fractions teaching; game design; gamification; mathematic; unreal

Příznaky

Mezinárodní význam, Recenzováno
Změněno: 4. 4. 2025 11:12, Mgr. Daniela Marcollová

Anotace

V originále

This study investigates the integration of a didactic game developed using Unreal Engine into elementary school mathematics education, specifically focusing on the teaching of fractions. The research aims to answer the following questions: (1) How do students react to the didactic game? (2) What is the difference between experimental and control group of students? The study involved 46 seventh-grade students from a school in the South Moravian Region of the Czech Republic, randomly divided into two groups: one using the didactic game and one following traditional teaching methods. The research employed both qualitative and quantitative methods, including participatory observation, questionnaires, and didactic tests. The findings reveal that while both groups showed significant improvement in their understanding of fractions, the group using the didactic game demonstrated a more considerable progression, with an average increase in test scores from 38.07% to 71.36%. In contrast, the traditional group improved from 54.17% to 79.68%. Students’ reactions to the game were mixed, with some expressing enthusiasm despite technical difficulties, while others were less motivated due to hardware limitations.