Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students

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In the present study, a serious game based on gamification techniques was developed to motivate the learning of mathematical topics seen in the last academic grade of Peruvian high schools. The proposed game was developed for mobile devices and uses a cloud-based web infrastructure. In addition, gam...

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Detalles Bibliográficos
Autores: Ortiz, Willington, Castillo, Diego, Wong, Lenis
Formato: artículo
Fecha de Publicación:2022
Institución:Universidad Peruana de Ciencias Aplicadas
Repositorio:UPC-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorioacademico.upc.edu.pe:10757/660277
Enlace del recurso:http://hdl.handle.net/10757/660277
Nivel de acceso:acceso embargado
Materia:Cloud-based
Experiment data
Game-Based
Gamification
High school students
Higher School
Learning Mathematics
Mobile applications
Qualitative data
Web infrastructure
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network_acronym_str UUPC
network_name_str UPC-Institucional
repository_id_str 2670
dc.title.es_PE.fl_str_mv Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
title Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
spellingShingle Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
Ortiz, Willington
Cloud-based
Experiment data
Game-Based
Gamification
High school students
Higher School
Learning Mathematics
Mobile applications
Qualitative data
Web infrastructure
title_short Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
title_full Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
title_fullStr Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
title_full_unstemmed Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
title_sort Mobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Students
author Ortiz, Willington
author_facet Ortiz, Willington
Castillo, Diego
Wong, Lenis
author_role author
author2 Castillo, Diego
Wong, Lenis
author2_role author
author
dc.contributor.author.fl_str_mv Ortiz, Willington
Castillo, Diego
Wong, Lenis
dc.subject.es_PE.fl_str_mv Cloud-based
Experiment data
Game-Based
Gamification
High school students
Higher School
Learning Mathematics
Mobile applications
Qualitative data
Web infrastructure
topic Cloud-based
Experiment data
Game-Based
Gamification
High school students
Higher School
Learning Mathematics
Mobile applications
Qualitative data
Web infrastructure
description In the present study, a serious game based on gamification techniques was developed to motivate the learning of mathematical topics seen in the last academic grade of Peruvian high schools. The proposed game was developed for mobile devices and uses a cloud-based web infrastructure. In addition, gamification techniques such as avatar, levels, progress indicators and rewards were used for its design. A total of 14 students participated in the experiment and qualitative data were collected through a questionnaire. The results showed that the selected gamification techniques were very effective in motivating learning, the serious game had a good user experience, and the students were satisfied with the learning experience of the game.
publishDate 2022
dc.date.accessioned.none.fl_str_mv 2022-07-10T16:32:57Z
dc.date.available.none.fl_str_mv 2022-07-10T16:32:57Z
dc.date.issued.fl_str_mv 2022-01-01
dc.type.es_PE.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.issn.none.fl_str_mv 23057254
dc.identifier.doi.none.fl_str_mv 10.23919/FRUCT54823.2022.9770917
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/10757/660277
dc.identifier.journal.es_PE.fl_str_mv Conference of Open Innovation Association, FRUCT
dc.identifier.eid.none.fl_str_mv 2-s2.0-85130398427
dc.identifier.scopusid.none.fl_str_mv SCOPUS_ID:85130398427
dc.identifier.isni.none.fl_str_mv 0000 0001 2196 144X
identifier_str_mv 23057254
10.23919/FRUCT54823.2022.9770917
Conference of Open Innovation Association, FRUCT
2-s2.0-85130398427
SCOPUS_ID:85130398427
0000 0001 2196 144X
url http://hdl.handle.net/10757/660277
dc.language.iso.es_PE.fl_str_mv eng
language eng
dc.relation.url.es_PE.fl_str_mv https://ieeexplore.ieee.org/document/9770917
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eu_rights_str_mv embargoedAccess
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dc.publisher.es_PE.fl_str_mv IEEE Computer Society
dc.source.es_PE.fl_str_mv Repositorio Academico - UPC
Universidad Peruana de Ciencias Aplicadas (UPC)
dc.source.none.fl_str_mv reponame:UPC-Institucional
instname:Universidad Peruana de Ciencias Aplicadas
instacron:UPC
instname_str Universidad Peruana de Ciencias Aplicadas
instacron_str UPC
institution UPC
reponame_str UPC-Institucional
collection UPC-Institucional
dc.source.journaltitle.none.fl_str_mv Conference of Open Innovation Association, FRUCT
dc.source.volume.none.fl_str_mv 2022-April
dc.source.beginpage.none.fl_str_mv 220
dc.source.endpage.none.fl_str_mv 228
bitstream.url.fl_str_mv https://repositorioacademico.upc.edu.pe/bitstream/10757/660277/1/license.txt
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spelling 477cab56707298aac168c2963d22bc573000b32c179efcb7fe7d841a6cbef13d1aff1524a3bbf68b7e2680e1ab2f7ba0bfd500Ortiz, WillingtonCastillo, DiegoWong, Lenis2022-07-10T16:32:57Z2022-07-10T16:32:57Z2022-01-012305725410.23919/FRUCT54823.2022.9770917http://hdl.handle.net/10757/660277Conference of Open Innovation Association, FRUCT2-s2.0-85130398427SCOPUS_ID:851303984270000 0001 2196 144XIn the present study, a serious game based on gamification techniques was developed to motivate the learning of mathematical topics seen in the last academic grade of Peruvian high schools. The proposed game was developed for mobile devices and uses a cloud-based web infrastructure. In addition, gamification techniques such as avatar, levels, progress indicators and rewards were used for its design. A total of 14 students participated in the experiment and qualitative data were collected through a questionnaire. The results showed that the selected gamification techniques were very effective in motivating learning, the serious game had a good user experience, and the students were satisfied with the learning experience of the game.Revisión por paresapplication/htmlengIEEE Computer Societyhttps://ieeexplore.ieee.org/document/9770917info:eu-repo/semantics/embargoedAccessRepositorio Academico - UPCUniversidad Peruana de Ciencias Aplicadas (UPC)Conference of Open Innovation Association, FRUCT2022-April220228reponame:UPC-Institucionalinstname:Universidad Peruana de Ciencias Aplicadasinstacron:UPCCloud-basedExperiment dataGame-BasedGamificationHigh school studentsHigher SchoolLearning MathematicsMobile applicationsQualitative dataWeb infrastructureMobile Application: A Serious Game Based in Gamification for Learning Mathematics in High School Studentsinfo:eu-repo/semantics/articleLICENSElicense.txtlicense.txttext/plain; charset=utf-81748https://repositorioacademico.upc.edu.pe/bitstream/10757/660277/1/license.txt8a4605be74aa9ea9d79846c1fba20a33MD51false10757/660277oai:repositorioacademico.upc.edu.pe:10757/6602772022-07-10 16:32:58.247Repositorio académico upcupc@openrepository.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