Math Gamification and ICT for University Learning: Systematic Review Article

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The integration of math gamification and Information and Communication Technologies (ICT) in learning has been a subject of growing interest. This approach seeks to improve student motivation and performance by transforming mathematics teaching into a more interactive and hands-on experience in univ...

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Autores: Velásquez Lecca, Susana Mercedes, Manco Chávez, José Antonio, Borja Torres, Rolando Juan, Huamán Malca, Wilmer Amado, Candia Quispe, Wilson Wilmar, Cortez Egusquiza, Raúl
Formato: artículo
Fecha de Publicación:2023
Institución:Universidad Autónoma del Perú
Repositorio:AUTONOMA-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.autonoma.edu.pe:20.500.13067/3180
Enlace del recurso:https://hdl.handle.net/20.500.13067/3180
https://doi.org/10.61707/j5c9ts33
Nivel de acceso:acceso abierto
Materia:Math Gamification
Mathematics Teaching
Mathematical Tools
Mathematics and ICT
Mathematics Learning
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spelling Velásquez Lecca, Susana MercedesManco Chávez, José AntonioBorja Torres, Rolando JuanHuamán Malca, Wilmer AmadoCandia Quispe, Wilson WilmarCortez Egusquiza, Raúl2024-05-23T16:08:56Z2024-05-23T16:08:56Z2023https://hdl.handle.net/20.500.13067/3180Political Science and International Relationshttps://doi.org/10.61707/j5c9ts33The integration of math gamification and Information and Communication Technologies (ICT) in learning has been a subject of growing interest. This approach seeks to improve student motivation and performance by transforming mathematics teaching into a more interactive and hands-on experience in university education. In this research the PRISMA method was used, 80,000 academic papers were systematically reviewed on ICT-supported math gamification in education whereof 79,994 academic papers corresponding to other fields were excluded, selecting and using at the end 55 articles to conduct this research. Studies were identified that explored the effectiveness of this combination at different educational levels, with a particular emphasis on higher education. The results highlight a significant increase in student engagement and motivation, as well as improvement in knowledge retention as shown in the figures and tables of this research. Instant ICT feedback and the application of digital educational games contributed to have a more active learning adapted to individual needs. Although the results are encouraging, challenges remain, such as the need for personalization and equity in ICT access. Continued research seeks to perfect these strategies maximizing the benefits of gamification and ICT, highlighting the importance of adapting to the diversity of learning styles in mathematics education.application/pdfengInternational Journal of Religioninfo:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-nd/4.0/Math GamificationMathematics TeachingMathematical ToolsMathematics and ICTMathematics Learninghttps://purl.org/pe-repo/ocde/ford#5.01.00Math Gamification and ICT for University Learning: Systematic Review Articleinfo:eu-repo/semantics/article51218236reponame:AUTONOMA-Institucionalinstname:Universidad Autónoma del Perúinstacron:AUTONOMAORIGINAL21.pdf21.pdfArtículoapplication/pdf1052746http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3180/1/21.pdf5f95ecd9899b06639d2f7655a0e1a158MD51LICENSElicense.txtlicense.txttext/plain; charset=utf-885http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3180/2/license.txt9243398ff393db1861c890baeaeee5f9MD52TEXT21.pdf.txt21.pdf.txtExtracted texttext/plain60744http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3180/3/21.pdf.txtcbb9a3841e0fb8a47a68dde01985a169MD53THUMBNAIL21.pdf.jpg21.pdf.jpgGenerated Thumbnailimage/jpeg5845http://repositorio.autonoma.edu.pe/bitstream/20.500.13067/3180/4/21.pdf.jpgf51d8cb47dd6fd4f6b6ecd55cdd0a771MD5420.500.13067/3180oai:repositorio.autonoma.edu.pe:20.500.13067/31802025-01-06 15:45:54.701Repositorio de la Universidad Autonoma del Perúrepositorio@autonoma.peVG9kb3MgbG9zIGRlcmVjaG9zIHJlc2VydmFkb3MgcG9yOg0KVU5JVkVSU0lEQUQgQVVUw5NOT01BIERFTCBQRVLDmg0KQ1JFQVRJVkUgQ09NTU9OUw==
dc.title.es_PE.fl_str_mv Math Gamification and ICT for University Learning: Systematic Review Article
title Math Gamification and ICT for University Learning: Systematic Review Article
spellingShingle Math Gamification and ICT for University Learning: Systematic Review Article
Velásquez Lecca, Susana Mercedes
Math Gamification
Mathematics Teaching
Mathematical Tools
Mathematics and ICT
Mathematics Learning
https://purl.org/pe-repo/ocde/ford#5.01.00
title_short Math Gamification and ICT for University Learning: Systematic Review Article
title_full Math Gamification and ICT for University Learning: Systematic Review Article
title_fullStr Math Gamification and ICT for University Learning: Systematic Review Article
title_full_unstemmed Math Gamification and ICT for University Learning: Systematic Review Article
title_sort Math Gamification and ICT for University Learning: Systematic Review Article
author Velásquez Lecca, Susana Mercedes
author_facet Velásquez Lecca, Susana Mercedes
Manco Chávez, José Antonio
Borja Torres, Rolando Juan
Huamán Malca, Wilmer Amado
Candia Quispe, Wilson Wilmar
Cortez Egusquiza, Raúl
author_role author
author2 Manco Chávez, José Antonio
Borja Torres, Rolando Juan
Huamán Malca, Wilmer Amado
Candia Quispe, Wilson Wilmar
Cortez Egusquiza, Raúl
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Velásquez Lecca, Susana Mercedes
Manco Chávez, José Antonio
Borja Torres, Rolando Juan
Huamán Malca, Wilmer Amado
Candia Quispe, Wilson Wilmar
Cortez Egusquiza, Raúl
dc.subject.es_PE.fl_str_mv Math Gamification
Mathematics Teaching
Mathematical Tools
Mathematics and ICT
Mathematics Learning
topic Math Gamification
Mathematics Teaching
Mathematical Tools
Mathematics and ICT
Mathematics Learning
https://purl.org/pe-repo/ocde/ford#5.01.00
dc.subject.ocde.es_PE.fl_str_mv https://purl.org/pe-repo/ocde/ford#5.01.00
description The integration of math gamification and Information and Communication Technologies (ICT) in learning has been a subject of growing interest. This approach seeks to improve student motivation and performance by transforming mathematics teaching into a more interactive and hands-on experience in university education. In this research the PRISMA method was used, 80,000 academic papers were systematically reviewed on ICT-supported math gamification in education whereof 79,994 academic papers corresponding to other fields were excluded, selecting and using at the end 55 articles to conduct this research. Studies were identified that explored the effectiveness of this combination at different educational levels, with a particular emphasis on higher education. The results highlight a significant increase in student engagement and motivation, as well as improvement in knowledge retention as shown in the figures and tables of this research. Instant ICT feedback and the application of digital educational games contributed to have a more active learning adapted to individual needs. Although the results are encouraging, challenges remain, such as the need for personalization and equity in ICT access. Continued research seeks to perfect these strategies maximizing the benefits of gamification and ICT, highlighting the importance of adapting to the diversity of learning styles in mathematics education.
publishDate 2023
dc.date.accessioned.none.fl_str_mv 2024-05-23T16:08:56Z
dc.date.available.none.fl_str_mv 2024-05-23T16:08:56Z
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dc.identifier.journal.es_PE.fl_str_mv Political Science and International Relations
dc.identifier.doi.es_PE.fl_str_mv https://doi.org/10.61707/j5c9ts33
url https://hdl.handle.net/20.500.13067/3180
https://doi.org/10.61707/j5c9ts33
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