Thiết kế và sử dụng trò chơi kĩ thuật số trong dạy học môn Toán lớp 6 ở trường trung học cơ sở

Các tác giả

  • Trịnh Thị Phương Thảo Trường Đại học Sư phạm - Đại học Thái Nguyên
  • Lê Thị Diễm Quỳnh Sinh viên Toán K54, Trường Đại học Sư phạm - Đại học Thái Nguyên
  • Đào Minh Hoàng Sinh viên Toán K54, Trường Đại học Sư phạm - Đại học Thái Nguyên
  • Vũ Thanh Tuyết Trường THPT Thái Nguyên, Trường Đại học Sư phạm - Đại học Thái Nguyên

Tóm tắt

Teaching based on digital games is gradually becoming a trend in education in developed countries with certain positive effects. Thanks to the game element, students’ learning process becomes easier and more interesting. This study clarifies the concept of digital games and the characteristics of the digital game-based learning process, thereby proposing the process of designing and exploiting digital games in teaching Mathematics. The proposed process is illustrated through the design and use of digital games in teaching Grade 6 Math. To effectively use digital games in teaching Mathematics, teachers need to be flexible, active and well aware of the lesson objectives to choose a game that is suitable for the lesson goals and content as well as students’ characteristics.

Tài liệu tham khảo

Bertram, L. (2020). Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCT, Standardized Methodology, and Advanced Technology. Frontiers in Psychology, 11(October), 1-10.

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research, 86(1), 79-122.

Chen, C. H., Shih, C. C., & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Educational Technology Research and Development, 68(4), 1855-1873.


Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156-167.

Falloon, G. (2013). Young students using iPads: App design and content influences on their learning pathways. Computers & Education, 68, 505-521.

Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38.

Juul, J. (2010). The Game, the Player, the World: Looking for a Heart of Gameness. Plurais Revista Multidisciplinar, 1(2).

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13-24.

Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Teens’ Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Pew Internet & American Life Project.

Mayer, R., & Johnson, C. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241-265.

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 1-4.


Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58.

Sung, H. Y., Hwang, G. J., & Yen, Y. F. (2015). Development of a contextual decision-making game for improving students’ learning performance in a health education course. Computers and Education, 82, 179-190.

Tải xuống

Đã Xuất bản


Cách trích dẫn

Trịnh , T. P. T., Lê , T. D. Q., Đào , M. H., & Vũ , T. T. (2022). Thiết kế và sử dụng trò chơi kĩ thuật số trong dạy học môn Toán lớp 6 ở trường trung học cơ sở. Tạp Chí Giáo dục, 22(7), 14–18. Truy vấn từ


Chuyên mục

Các bài báo

Các bài báo được đọc nhiều nhất của cùng tác giả

1 2 > >>