The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students

The non-existence or non-application of strategies, methodologies, innovative techniques such as gamification, which offers a more attractive and dynamic way of approaching the mathematical topic about the equation of the line, a concept that is often abstract and difficult to understand for many st...

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Glavni autor: Espinosa-Pinos, Carlos (author)
Daljnji autori: Mazaquiza-Paucar, Alex (author), Sánchez Benítez, Clara (author)
Format: article
Jezik:eng
Izdano: 2024
Online pristup:https://link.springer.com/chapter/10.1007/978-3-031-61685-3_2
https://hdl.handle.net/20.500.14809/7061
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author Espinosa-Pinos, Carlos
author2 Mazaquiza-Paucar, Alex
Sánchez Benítez, Clara
author2_role author
author
author_facet Espinosa-Pinos, Carlos
Mazaquiza-Paucar, Alex
Sánchez Benítez, Clara
author_role author
collection Repositorio Universidad Tecnológica Indoamérica
dc.creator.none.fl_str_mv Espinosa-Pinos, Carlos
Mazaquiza-Paucar, Alex
Sánchez Benítez, Clara
dc.date.none.fl_str_mv 2024-08-08T16:31:59Z
2024-08-08T16:31:59Z
2024
dc.identifier.none.fl_str_mv https://link.springer.com/chapter/10.1007/978-3-031-61685-3_2
https://hdl.handle.net/20.500.14809/7061
dc.language.none.fl_str_mv eng
dc.publisher.none.fl_str_mv Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Volume 14723 LNCS, Pages 17 - 30
dc.rights.none.fl_str_mv https://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Repositorio Universidad Tecnológica Indoamérica
instname:Universidad Tecnológica Indoamérica
instacron:UTI
dc.title.none.fl_str_mv The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
dc.type.none.fl_str_mv info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/article
description The non-existence or non-application of strategies, methodologies, innovative techniques such as gamification, which offers a more attractive and dynamic way of approaching the mathematical topic about the equation of the line, a concept that is often abstract and difficult to understand for many students. The present study aims to analyze the effectiveness of gamification in the pedagogical process between educators and learners in relation to the understanding of the equation of the line in students of the tenth year of higher EGB. This analysis was carried out through a quantitative approach that included the administration of a knowledge test before and after applying gamification to 92 GBS tenth grade students. These students were divided into two groups of 46 students each, one experimental group (EG) worked on gamification activities and the other control group (CG) employed traditional techniques. The purpose of this division was to determine if there were significant differences in performance means between the two groups. The gamified proposal incorporates elements of games, challenges, rewards and competitions, taking into account the learners in a dynamic way, providing them with a sense of purpose and achievement. After the T-Student application, it was concluded that the proposal not only significantly increases the academic performance of the students, but also develops logical thinking and reasoning, and favors autonomous and collaborative work.
eu_rights_str_mv openAccess
format article
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publishDate 2024
publisher.none.fl_str_mv Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Volume 14723 LNCS, Pages 17 - 30
reponame_str Repositorio Universidad Tecnológica Indoamérica
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spelling The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School StudentsEspinosa-Pinos, CarlosMazaquiza-Paucar, AlexSánchez Benítez, ClaraThe non-existence or non-application of strategies, methodologies, innovative techniques such as gamification, which offers a more attractive and dynamic way of approaching the mathematical topic about the equation of the line, a concept that is often abstract and difficult to understand for many students. The present study aims to analyze the effectiveness of gamification in the pedagogical process between educators and learners in relation to the understanding of the equation of the line in students of the tenth year of higher EGB. This analysis was carried out through a quantitative approach that included the administration of a knowledge test before and after applying gamification to 92 GBS tenth grade students. These students were divided into two groups of 46 students each, one experimental group (EG) worked on gamification activities and the other control group (CG) employed traditional techniques. The purpose of this division was to determine if there were significant differences in performance means between the two groups. The gamified proposal incorporates elements of games, challenges, rewards and competitions, taking into account the learners in a dynamic way, providing them with a sense of purpose and achievement. After the T-Student application, it was concluded that the proposal not only significantly increases the academic performance of the students, but also develops logical thinking and reasoning, and favors autonomous and collaborative work.Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Volume 14723 LNCS, Pages 17 - 302024-08-08T16:31:59Z2024-08-08T16:31:59Z2024info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttps://link.springer.com/chapter/10.1007/978-3-031-61685-3_2https://hdl.handle.net/20.500.14809/7061enghttps://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessreponame:Repositorio Universidad Tecnológica Indoaméricainstname:Universidad Tecnológica Indoaméricainstacron:UTI2024-11-07T14:39:11Zoai:repositorio.uti.edu.ec:20.500.14809/7061Institucionalhttps://repositorio.uti.edu.ec/Institución privadahttps://indoamerica.edu.ec/https://repositorio.uti.edu.ec/oai.Ecuador...opendoar:02024-11-07T14:39:11Repositorio Universidad Tecnológica Indoamérica - Universidad Tecnológica Indoaméricafalse
spellingShingle The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
Espinosa-Pinos, Carlos
status_str publishedVersion
title The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
title_full The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
title_fullStr The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
title_full_unstemmed The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
title_short The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
title_sort The Use of Gamification in Mathematics Education: Enhancing Geometry Comprehension with High School Students
url https://link.springer.com/chapter/10.1007/978-3-031-61685-3_2
https://hdl.handle.net/20.500.14809/7061