•  
  •  
 

Abstract

Students’ performance in mathematics at all levels of education have not markedly improved for the past few decades. Stakeholders at tertiary institutions have been attempting to remedy this situation by implementing various types of intervention programs designed to increase students’ success in mathematics courses. Technology has been the primary method adopted by many educators to foster student engagement in mathematics. This paper describes an intervention program that uses the ARCS model to develop a serious game intended to increase students’ motivation and engagement in a mathematics course.

First Page

19

Last Page

28

Share

COinS