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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| Format: | article |
| Jezik: | eng |
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2024
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| 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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| _version_ | 1862854352693100544 |
|---|---|
| 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 |
| id | UTI_70f332e06112f4d22c8b58e75c6d1074 |
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| institution | UTI |
| instname_str | Universidad Tecnológica Indoamérica |
| language | eng |
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| network_name_str | Repositorio Universidad Tecnológica Indoamérica |
| oai_identifier_str | oai:repositorio.uti.edu.ec:20.500.14809/7061 |
| 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 |
| repository.mail.fl_str_mv | . |
| repository.name.fl_str_mv | Repositorio Universidad Tecnológica Indoamérica - Universidad Tecnológica Indoamérica |
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| rights_invalid_str_mv | https://creativecommons.org/licenses/by/4.0/ |
| 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 |