Technology as gamification means in mathematics learning

[EN] Discrete Mathematics is a highly complex university subject. His classes are taught in a traditional way, so in many cases they do not motivate students. This study develops dynamics of gamification to promote a better learning of Discrete Mathematics, in the same way, it seeks to influence the...

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Bibliographic Details
Authors: García-Hernández, Alién; González-Ramírez, Teresa
Format: Book chapter
Publication date:2021
Country:España
Institution:Universitat Politècnica de València (UPV)
Repository:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Language:English
OAI Identifier:oai:riunet.upv.es:10251/172823
Online Access:https://riunet.upv.es/handle/10251/172823
Access Level:Open access
Keyword:Higher Education
Learning
Educational systems
Teaching
Mathematics
Gamification
Academic performance
Engagement
Educational technology
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author García-Hernández, Alién
author2 González-Ramírez, Teresa
author2_role author
author_browse García-Hernández, Alién
González-Ramírez, Teresa
author_facet García-Hernández, Alién
González-Ramírez, Teresa
author_role author
collection RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
description [EN] Discrete Mathematics is a highly complex university subject. His classes are taught in a traditional way, so in many cases they do not motivate students. This study develops dynamics of gamification to promote a better learning of Discrete Mathematics, in the same way, it seeks to influence the engagement of students in this university subject. 178 students participate in this quasi-experiment (90 in the control group and 88 in the experimental group). The pretest and posttest data of the academic performance and engagement of the experimental group and the control group display that, in terms of progress, the experimental group showed significant progress compared with the control group. The study is concluded by raising the possibility of applying other games and game dynamics that promote a greater variety of gamified activities. In this sense, it is proposed to investigate the effects of the use of games in mobile application format on both engagement and academic performance in Discrete Mathematics.
eu_rights_str_mv openAccess
format bookPart
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institution Universitat Politècnica de València (UPV)
instname_str Universitat Politècnica de València (UPV)
language eng
network_acronym_str ES
network_name_str España
oai_identifier_str oai:riunet.upv.es:10251/172823
publishDate 2021
publishDateSort 2021
publisher Editorial Universitat Politècnica de València
publisherStr Editorial Universitat Politècnica de València
reponame_str RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
spelling Technology as gamification means in mathematics learning García-Hernández, Alién González-Ramírez, Teresa Higher Education Learning Educational systems Teaching Mathematics Gamification Academic performance Engagement Educational technology [EN] Discrete Mathematics is a highly complex university subject. His classes are taught in a traditional way, so in many cases they do not motivate students. This study develops dynamics of gamification to promote a better learning of Discrete Mathematics, in the same way, it seeks to influence the engagement of students in this university subject. 178 students participate in this quasi-experiment (90 in the control group and 88 in the experimental group). The pretest and posttest data of the academic performance and engagement of the experimental group and the control group display that, in terms of progress, the experimental group showed significant progress compared with the control group. The study is concluded by raising the possibility of applying other games and game dynamics that promote a greater variety of gamified activities. In this sense, it is proposed to investigate the effects of the use of games in mobile application format on both engagement and academic performance in Discrete Mathematics. Editorial Universitat Politècnica de València https://riunet.upv.es/handle/10251/172823
spellingShingle Technology as gamification means in mathematics learning
García-Hernández, Alién
Higher Education
Learning
Educational systems
Teaching
Mathematics
Gamification
Academic performance
Engagement
Educational technology
title Technology as gamification means in mathematics learning
title_full Technology as gamification means in mathematics learning
title_fullStr Technology as gamification means in mathematics learning
title_full_unstemmed Technology as gamification means in mathematics learning
title_short Technology as gamification means in mathematics learning
title_sort Technology as gamification means in mathematics learning
topic Higher Education
Learning
Educational systems
Teaching
Mathematics
Gamification
Academic performance
Engagement
Educational technology
topic_facet Higher Education
Learning
Educational systems
Teaching
Mathematics
Gamification
Academic performance
Engagement
Educational technology
url https://riunet.upv.es/handle/10251/172823