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What is Mathematical Competence

Handbook of Research on International Approaches and Practices for Gamifying Mathematics
Set of skills that enable citizens to effectively apply useful mathematics in a variety of contexts.
Published in Chapter:
Game-Based Approach to Reasoning, Problem Solving, and Communication for High School Students
Jesús Montejo-Gámez (University of Granada, Spain), Victoria Amador-Saelices (Ave María Casa Madre High School, Spain), and Esperanza López Centella (University of Granada, Spain)
DOI: 10.4018/978-1-7998-9660-9.ch010
Abstract
This chapter presents a game-based learning didactic proposal to promote the development of students' mathematical processes of reasoning, problem solving, and communication in their first years at high school. The sessions combine individual free competition and collaborative work through a series of activities based on the use of six logic and visual reasoning games (Rummikub, Mastermind, Swish, Pentomino, Quadrillion, and Cortex). Learning outcomes are assessed by means of a model that incorporates gamification elements. A critical analysis of a first implementation of the didactic proposal with 135 students of Grades 7 and 8 (12-14 years old) is provided. The relevance and usefulness of the didactic material designed as well as the successful impact of the implementation of the didactic proposal on the development of students' mathematical processes are also discussed.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
The Methodology of Project-Oriented Learning at the Postgraduate Level for the Training of Student Competencies
Capacity to develop and apply reasoning in order to solve situations of daily and professional life, so it is oriented towards the acquisition of using different ways of representing information in the form of models, constructions and graphs to determine the best decision making.
Full Text Chapter Download: US $37.50 Add to Cart
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