Gamit! Icing on the Cake for Mathematics Gamification
Descripción del Articulo
Gamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and student attitudes. This research aimed primarily to assess the change in attitude...
Autores: | , , , , , |
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Formato: | artículo |
Fecha de Publicación: | 2023 |
Institución: | Universidad de Lima |
Repositorio: | ULIMA-Institucional |
Lenguaje: | inglés |
OAI Identifier: | oai:repositorio.ulima.edu.pe:20.500.12724/17981 |
Enlace del recurso: | https://hdl.handle.net/20.500.12724/17981 https://doi.org/10.3390/su15032334 |
Nivel de acceso: | acceso abierto |
Materia: | Gamification Mathematics College teaching Web-based instruction Gamificación Matemáticas Enseñanza universitaria Enseñanza en línea https://purl.org/pe-repo/ocde/ford#5.08.00 |
Sumario: | Gamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and student attitudes. This research aimed primarily to assess the change in attitude towards mathematics in high school students through a gamified methodology involving a reward system managed through a web platform called Gamit! This platform was developed by professors from two Latin American universities to manage gamification in a way that ensured that the anonymity of the class rankings was maintained. A mixed (QUAN-Qual) and quasi-experimental methodological approach was used for this study; two questionnaires were applied to 454 high school students and a focus group was performed with a group of seven professors. The quantitative analysis was processed with SPSS and consisted of ANOVAS and post hoc tests for more than two samples, while the focus group analysis was performed through inductive analysis. Results show benefits for professors and learners. Students improved their attitudes toward mathematics, reducing anxiety and improving willingness, while professors found a dynamic and optimal way to manage gamification on Gamit! |
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La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).