This paper presents the design and implementation of Sudoku-based educational games aimed at developing learners’ mathematical and STEM-related skills, including computational thinking. The games incorporate traditional Sudoku puzzles enhanced with interactive elements and are tailored to various age groups and skill levels. The study applied a quantitative survey method involving participants from primary and secondary schools (sample sizes ranging from 17 to 43), who engaged in four distinct learning scenarios. Feedback collected via Likert-scale surveys assessed students’ motivation, engagement, and perceived educational value. Preliminary studies showed that described Sudoku-based activities are well-received among students and teachers and have the potential to enhance students' motivation and engagement. This innovative approach highlights the potential of game-based learning to promote mathematical literacy, scientific literacy, development of computational thinking and bridges the gap between entertainment and education.
Building similarity graph...
Analyzing shared references across papers
Loading...
Vedrana Mikulić Crnković
Bojan Crnković
Martina Holenko Dlab
Building similarity graph...
Analyzing shared references across papers
Loading...
Crnković et al. (Fri,) studied this question.
www.synapsesocial.com/papers/68d90a0641e1c178a14f62aa — DOI: https://doi.org/10.34190/ecgbl.19.2.4096
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: