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This volume investigates the integration of mathematical problem-solving with interactive word-based gaming mechanics to improve student engagement. Charles A. Lund provides a structured approach to using computer-based hangman-style quizzes as a pedagogical tool. The text outlines specific methods for educators to implement these games within a classroom setting to reinforce numerical literacy and logical deduction. By utilizing a game-based framework, the author argues that students can develop a more positive association with repetitive mathematical practice.
What You Will Find
Educators often utilize this text as a practical resource for classroom gamification during the late 20th-century computing era. Experts note that while the technology is dated, the pedagogical framework remains a useful reference for understanding early computer-aided learning strategies.
Page Count:
0
Publication Date:
1982-01-01
Publisher:
Addison Wesley Higher Education (a Pearson Education company)
ISBN-10:
0201235773
ISBN-13:
9780201235777
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