Exportación Completada — 

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...

Descripción completa

Detalles Bibliográficos
Autores: Rincon-Flores, Elvira G., Santos-Guevara, Brenda N., Martinez-Cardiel, Lizette, Rodríguez Rodríguez, Nadia Katherine, Quintana Cruz, Hernán Alejandro, Matsuura Sonoda, Alberto
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
Descripción
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!
Nota importante:
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).