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 ŠŤASTNÁZákladní údaje
Originální název
Didactic Game Based on the Unreal Engine and the Effectiveness of its Implementation in Mathematics Education
Autoři
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
UT WoS
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.