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Connecting and Communicating Your Innovation Plan

Gamification in teaching mathematics is an innovative strategy that can significantly transform the educational process. You can create an interactive and motivating environment that encourages student participation by integrating game elements into learning mathematics. My vision to use gamification to strengthen teaching mathematics focuses on its ability to make learning more engaging and effective.

In this sense, educational organizations should take advantage of the potential that new technologies and, in this case, gamification, provide to improve our students' teaching and learning process, making it increasingly motivating and enjoyable for them. Helping them develop the growth mentality that sometimes due to circumstances we have dormant. In the case of pre-kindergarten, where learning is done almost all the time through playing, the development of mathematical thinking is sometimes complex. However, through gamification, we can induce truly significant learning that remains throughout the entire educational stage.

 

Finally, gamification can transform classrooms by making learning mathematics an exciting and relevant experience. Doing so contributes to the formation of more motivated, autonomous, and capable students in the field of mathematics. Which in turn can positively impact the educational culture and academic performance of the organization as a whole.

Below, I provide links to my innovation proposal, literature review, implementation outline, and resources I have created to encourage my organization to move from reaction to pro-action.

  • Innovation proposal

  • Literature review

  • Implementation outline

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List of Books
List of books that I would like to read to improve my overall growth and that of my organization.

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Thompson, C. (2013).Smarter Than You Think: How Technology is Changing Our Minds for the Better. Penguin Press.

This book it's about everyday users of technology and how our digital tools—from Google to Twitter to Facebook and smartphones—are giving us new ways to learn, talk, and share our ideas. 

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Richardson, W. (2006).Blogs, Wikis, Podcasts, and Other Powerful Web Tools for Classrooms. Corwin.

For both novice and experienced "techies," this practical resource shows how to use blogs and other new Web tools for innovative, interactive teaching and motivated learning.

Hyson, M.(2008).Enthusiastic and Engaged Learners: Approaches to Learning in the Early Childhood Classroom (Early Childhood Education Series).

The book is about help early childhood professionals implement strategies to support young children’s positive approaches to learning―their enthusiasm (interest, joy, and motivation to learn) and their engagement (attention, persistence, flexibility, self-regulation, and other essential learning behaviors). Along with extensive research, the text includes images of practice in early education programs in culturally, economically, and linguistically diverse settings.

Clements, D.(2003). Engaging Young Children in Mathematics: Standards for Early Childhood Mathematics Education (Studies in Mathematical Thinking and Learning Series).Edición Kindle.

This book consists of conclusions drawn from the expertise shared at the Conference on Standards for Prekindergarten and Kindergarten Mathematics Education. It offers substantive detail regarding young students' understandings of mathematical ideas.

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Information Reso Management Association.(2018).Gamification in Education: Breakthroughs in Research and Practice. Information Science Reference.

The book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

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