Technology as gamification means in mathematics learning

dc.contributor.authorGarcía-Hernández, Aliénes_ES
dc.contributor.authorGonzález-Ramírez, Teresaes_ES
dc.date.accessioned2021-09-20T10:37:29Z
dc.date.available2021-09-20T10:37:29Z
dc.date.issued2021-07-26
dc.description.abstract[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.en_EN
dc.description.accrualMethodOCSes_ES
dc.description.bibliographicCitationGarcía-Hernández, A.; González-Ramírez, T. (2021). Technology as gamification means in mathematics learning. En 7th International Conference on Higher Education Advances (HEAd'21). Editorial Universitat Politècnica de València. 581-587. https://doi.org/10.4995/HEAd21.2021.13165es_ES
dc.description.upvformatpfin587es_ES
dc.description.upvformatpinicio581es_ES
dc.format.extent7es_ES
dc.identifier.doi10.4995/HEAd21.2021.13165
dc.identifier.isbn9788490489758
dc.identifier.issn2603-5871
dc.identifier.urihttps://riunet.upv.es/handle/10251/172823
dc.languageIngléses_ES
dc.publisherEditorial Universitat Politècnica de Valènciaes_ES
dc.relation.conferencedateJunio 22-23, 2021es_ES
dc.relation.conferencenameSeventh International Conference on Higher Education Advanceses_ES
dc.relation.conferenceplaceValència, Spaines_ES
dc.relation.ispartof7th International Conference on Higher Education Advances (HEAd'21)
dc.relation.pasarelaOCS\13165es_ES
dc.relation.publisherversionhttp://ocs.editorial.upv.es/index.php/HEAD/HEAd21/paper/view/13165es_ES
dc.rightsReconocimiento - No comercial - Sin obra derivada (by-nc-nd)es_ES
dc.rights.accessRightsAbiertoes_ES
dc.subjectHigher Educationes_ES
dc.subjectLearninges_ES
dc.subjectEducational systemses_ES
dc.subjectTeachinges_ES
dc.subjectMathematicses_ES
dc.subjectGamificationes_ES
dc.subjectAcademic performancees_ES
dc.subjectEngagementes_ES
dc.subjectEducational technologyes_ES
dc.titleTechnology as gamification means in mathematics learninges_ES
dc.typeCapítulo de libroes_ES
dc.typeComunicación en congresoes_ES
dc.type.versioninfo:eu-repo/semantics/publishedVersiones_ES
dspace.entity.typePublication
upv.uuid39a34683-ebed-4367-ad39-37e8e2bd1a8fes_ES

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