Gamification in mathematics education strategies and effectiveness in the classroom
Gamificación en la enseñanza de matemáticas: estrategias y efectividad en el aula
DOI:
https://doi.org/10.56712/latam.v6i1.3745Palabras clave:
gamification, mathematics education, student motivation, learning strategies, educational technologyResumen
Gamification has emerged as a vital learning mechanism that uses game mechanics in learning settings with the objective of motivating and engaging learners. The present study evaluates the effect of gamification on mathematics learning compared to conventional teaching. The study employs a quasi-experiment on two groups of secondary school students: an experimental group exposed to gamified interventions and a control group exposed to conventional teaching. The study employs a quasi-experiment with two groups of secondary school students: an experimental group exposed to gamified strategies and a control group exposed to conventional teaching. Pre-tests, post-tests, student motivational surveys, and classroom observation are the data gathering methods. Findings indicate that students in the gamified learning environment demonstrate higher comprehension of concepts, motivation, and participation in mathematics activity. The study investigates the ability of gamification in implementing a fun and interactive learning experience that has the potential to avert mathematics anxiety as well as enhance problem-solving capacity. Yet, challenges such as the implementation complexity and the need for teacher training are also highlighted. The results show that the integration of gamification into mathematics education can lead to positive learning outcomes, provided it is pedagogically grounded.
Descargas
Citas
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments , 24(6), 1162-1175. https://doi.org/https://doi.org/10.1080/10494820.2014.964263
Dichev , C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9). https://doi.org/https://doi.org/10.1186/s41239-017-0042-5
Duffin, M., & Perry, E. (2019). Regional Collaboration for Sustainability via Place-Based Ecology Education: A Mixed-Methods Case Study of the Upper Valley Teaching Place Collaborative. Educ. Sci, 9(1). https://doi.org/https://doi.org/10.3390/educsci9010006
Elmunsyah, H., Wibawa, A., & Suswanto, H. (2022). Online Programming Course Based on Gamification for First-Year Informatics Students. Journal of Algebraic Statistics, 13(3), 4735-4741.
Galiç, S., & Yıldız, B. (2023). The Effects of Activities Enriched with Game Elements in Mathematics Lessons. International Journal of Technology and Educational Innovation,, 9(1). https://doi.org/https://doi.org/10.24310/innoeduca.2023.v9i1.15396
Garcia, R., Falkner, K., & Vivian, R. (2018). Systematic literature review: Self-Regulated Learn. Computers & Education, 123, 150-163. https://doi.org/https://doi.org/10.1016/j.compedu.2018.05.006
Garcia, R., Falkner, K., & Vivian, R. (2018). Systematic literature review: Self-Regulated Learning strategies using e-learning tools for Computer Science. Computers & Education, 123, 150-163. https://doi.org/https://doi.org/10.1016/j.compedu.2018.05.006
Hannah Park, J.-b., Schallert, D., Sanders, A., Williams, K., Seo, E., Yu, L.-T., . . . Knox, M. (2015). Does it matter if the teacher is there?: A teacher's contribution to emerging patterns of interactions in online classroom discussions. Computers & Education, 82, 315-328. https://doi.org/https://doi.org/10.1016/j.compedu.2014.11.019
Karamert , Ö., & Kuyumcu Vardar, A. (2021). The effect of gamification on young mathematics learners’ achievements and attitudes. Journal of Educational Technology and Online Learning, 4(2). https://doi.org/https://doi.org/10.31681/jetol.904704
Karamert, Ö., & Kuyumcu Vardar, A. (2021). The Effect of Gamification on Young Mathematics Learners' Achievements and Attitudes. Journal of Educational Technology and Online Learning., 4(2). https://doi.org/http://doi.org/10.31681/jetol.904704
McLaren, B., Adams, D., Mayer, R., & Forlizzi, J. (2017). A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. International Journal of Game-Based Learning, 7(1). https://doi.org/10.4018/IJGBL.2017010103
McLaren, B., M. Adams , D., Mayer , R., & Forlizzi , J. (2017 ). A Computer-Based Game that Promotes Mathematics Learning More than a Conventional Approach. International Journal of Game-Based Learning (IJGBL), 7(1), 21. https://doi.org/10.4018/IJGBL.2017010103
Sailer, M., & Homner , L. (2019). The Gamification of Learning: a Meta-analysis. Educational Psychology Review , 32, 77–112. https://doi.org/https://doi.org/10.1007/s10648-019-09498-w














