Motivational Elements in Computer Games for Learning Mathematics

“Generally speaking, e-learning systems primarily target users belonging to the same user group (students, workers, etc.), and then adapt to individuals within these groups. E-learning systems should, therefore, be designed for the users who share common interests (through intrinsic motivation) and in a way that they are accepted by the majority of individuals within these groups. E-learning systems have numerous advantages as a supplement to traditional learning methods, but also as a substitute for traditional learning (e.g. in situations in which one is not able to attend classes, or in situations in which a large number of participants has to take part in the educational process simultaneously, etc.). However, as given in Table 1, from a student’s perspective, one of the major disadvantages of elearning systems is poor motivation for using them.

While the inability to attend classes can be caused by bad weather conditions, illness, etc., the COVID-19 pandemics led to a sudden increase in using e-learning systems as a primary form of knowledge acquisition which replaces all other teaching methods and forms on a global level.”

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