Summary: | The concepts of real number sequence, convergence and limit are introduced to all engineering and computer science students in their first semester mathematical analysis course. Game-based teaching methods that have proven to be effective in motivating Generation Z students are a powerful support to keep students’ attention and interest. Building on the advantages of game-based learning, we developed a card game called LimStorm, which was designed to practice the important limits of real number sequences for groups of 4-10 students. In this paper we summarise our empirical experience from the two-year pilot phase.
Keywords: game-based learning, didactic game, active learning methods, limit of the sequence, card games.
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