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Attila Körei

Biographic Data

ID9897841
NAMEAttila Körei
GIVEN NAMESAttila
FAMILY NAMEKörei
SIGNATUREKÖREI A
AFFILIATIONSUniversity of Miskolc
ORCID0000-0003-3532-9052
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS0
WORKS AS AUTHOR6
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2024
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Innovation for Sustainability

    Open Access•Szilvia Szilágyi, Zsuzsanna Török et al.•ARTICLE•Education Sciences•2026

    The HEROn magazine was created as an innovation project by the S-TEAM team for the 2024/2025 SUBMERGED season of the FIRST® LEGO® League Challenge category. The primary aim of the HEROn project was to implement game-based learning methods to enhance environmental awareness, particularly concerning the protection of our water resources. This initiative is designed to engage individuals from ages 9 to 99 in a creative and enjoyable manner. At the c…

  • Teaching and Learning Trochoid Curves

    Open Access•Szilvia Szilágyi, Attila Körei et al.•ARTICLE•Education Sciences•2025

    An innovative, STEAM-based educational approach uses LEGO® robots to improve the visualisation and understanding of trochoid curves in tertiary mathematics education. The method involves a two-step process: first, the curves are drawn based on the classical definition of trochoids using a custom-designed LEGO® robot that employs LED light to trace the shapes. Then, the same process is replicated with a marker, with the robot controlling the movem…

  • Using Game-Based Learning for Engaging with Determinants in Mathematics Education at the University Level

    Open Access•Szilvia Szilágyi, Anna Mária Takács et al.•ARTICLE•Education Sciences•2025

    Practising the calculation of determinants is important in linear algebra. A pioneering study involving 580 first-year university students evaluated the impact of game-based learning in higher mathematics education. The participants formed two groups: an experimental group of 279 students and a control group of 301. The experimental group students played the non-digital educational card game DETerminator, designed to help students learn and pract…

  • The Role of Non-Digital and Digital UNO-Type Card Games as Learning Media in Different Levels of Mathematics Education

    Open Access•Szilvia Szilágyi, Attila Körei et al.•ARTICLE•Education Sciences•2025

    This systematic review explores the number and role of the UNO® card game and UNO-type learning media across different levels of mathematics education. UNO®-inspired games have gained recognition as innovative pedagogical tools that promote engagement, motivation, and active learning among students in various mathematics topics in the last few years. This review synthesises existing research on the application of these games in preschool, primary…

  • Examining the Effectiveness of Non-Digital Game-Based Learning Among University Computer Science Students on the Topic of Improper Integrals

    Open Access•Szilvia Szilágyi, Enikő Palencsár et al.•ARTICLE•Education Sciences•2025

    Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. Generation Z students are true digital natives, members of a hyper-cognitive generation with a learning profile different from any previous generation…

  • An Innovative STEAM-Based Method for Teaching Cycloidal Curves in Engineering Higher Education

    Open Access•Szilvia Szilágyi, Attila Körei et al.•ARTICLE•Education Sciences•2024

    Robotics offers innovative possibilities at all levels of education, which should be considered when planning the teaching process for certain engineering mathematics topics in higher education. This paper introduces a new teaching–learning technique that utilizes STEAM-based methods to explore cycloidal curves for Computer Science Engineering BSc students. Traditional frontal teaching has been enhanced with methods addressing the generational ne…

No prominent works on this page.

  • An Innovative STEAM-Based Method for Teaching Cycloidal Curves in Engineering Higher Education

    Open Access•Szilvia Szilágyi, Attila Körei et al.•ARTICLE•Education Sciences•2024

    Robotics offers innovative possibilities at all levels of education, which should be considered when planning the teaching process for certain engineering mathematics topics in higher education. This paper introduces a new teaching–learning technique that utilizes STEAM-based methods to explore cycloidal curves for Computer Science Engineering BSc students. Traditional frontal teaching has been enhanced with methods addressing the generational ne…

  • Teaching and Learning Trochoid Curves

    Open Access•Szilvia Szilágyi, Attila Körei et al.•ARTICLE•Education Sciences•2025

    An innovative, STEAM-based educational approach uses LEGO® robots to improve the visualisation and understanding of trochoid curves in tertiary mathematics education. The method involves a two-step process: first, the curves are drawn based on the classical definition of trochoids using a custom-designed LEGO® robot that employs LED light to trace the shapes. Then, the same process is replicated with a marker, with the robot controlling the movem…

  • Using Game-Based Learning for Engaging with Determinants in Mathematics Education at the University Level

    Open Access•Szilvia Szilágyi, Anna Mária Takács et al.•ARTICLE•Education Sciences•2025

    Practising the calculation of determinants is important in linear algebra. A pioneering study involving 580 first-year university students evaluated the impact of game-based learning in higher mathematics education. The participants formed two groups: an experimental group of 279 students and a control group of 301. The experimental group students played the non-digital educational card game DETerminator, designed to help students learn and pract…

  • The Role of Non-Digital and Digital UNO-Type Card Games as Learning Media in Different Levels of Mathematics Education

    Open Access•Szilvia Szilágyi, Attila Körei et al.•ARTICLE•Education Sciences•2025

    This systematic review explores the number and role of the UNO® card game and UNO-type learning media across different levels of mathematics education. UNO®-inspired games have gained recognition as innovative pedagogical tools that promote engagement, motivation, and active learning among students in various mathematics topics in the last few years. This review synthesises existing research on the application of these games in preschool, primary…

  • Examining the Effectiveness of Non-Digital Game-Based Learning Among University Computer Science Students on the Topic of Improper Integrals

    Open Access•Szilvia Szilágyi, Enikő Palencsár et al.•ARTICLE•Education Sciences•2025

    Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. Generation Z students are true digital natives, members of a hyper-cognitive generation with a learning profile different from any previous generation…

  • Innovation for Sustainability

    Open Access•Szilvia Szilágyi, Zsuzsanna Török et al.•ARTICLE•Education Sciences•2026

    The HEROn magazine was created as an innovation project by the S-TEAM team for the 2024/2025 SUBMERGED season of the FIRST® LEGO® League Challenge category. The primary aim of the HEROn project was to implement game-based learning methods to enhance environmental awareness, particularly concerning the protection of our water resources. This initiative is designed to engage individuals from ages 9 to 99 in a creative and enjoyable manner. At the c…

Educational Games and Gamification (4 works) · Computer Science (2 works) · Mathematics education (2 works) · Online Learning and Analytics (2 works) · Psychology (2 works) · Teaching method (2 works) · Comprehension (1 work) · Computer-Assisted Instruction (1 work) · Cooperative learning (1 work) · Curriculum (1 work)

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