The use of competition and creativity as key driver to promote scientific culture among students

1Citations
Citations of this article
16Readers
Mendeley users who have this article in their library.

Abstract

The use of didactic games in order to promote scientific culture leads to innovative methodologies and technologies that can be very effective for the learning process of students or simply to make them more curious about "critical disciplines" such as mathematics. Delivering learning games means making an effort to meet the language and the culture of learners, focusing on their motivation: this aim can be achieved by developing projects and products with a high use of competitiveness and creativity.

Cite

CITATION STYLE

APA

Colorni, A., Sancassani, S., Azzali, S., & Padovani, N. (2010). The use of competition and creativity as key driver to promote scientific culture among students. International Journal of Emerging Technologies in Learning, 5(SPECIAL ISSUE 2), 43–46. https://doi.org/10.3991/ijet.v5s3.1499

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free