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Technology as gamification means in mathematics learning

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Technology as gamification means in mathematics learning

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dc.contributor.author García-Hernández, Alién es_ES
dc.contributor.author González-Ramírez, Teresa es_ES
dc.date.accessioned 2021-09-20T10:37:29Z
dc.date.available 2021-09-20T10:37:29Z
dc.date.issued 2021-07-26
dc.identifier.isbn 9788490489758
dc.identifier.issn 2603-5871
dc.identifier.uri http://hdl.handle.net/10251/172823
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. es_ES
dc.format.extent 7 es_ES
dc.language Inglés es_ES
dc.publisher Editorial Universitat Politècnica de València es_ES
dc.relation.ispartof 7th International Conference on Higher Education Advances (HEAd'21)
dc.rights Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) es_ES
dc.subject Higher Education es_ES
dc.subject Learning es_ES
dc.subject Educational systems es_ES
dc.subject Teaching es_ES
dc.subject Mathematics es_ES
dc.subject Gamification es_ES
dc.subject Academic performance es_ES
dc.subject Engagement es_ES
dc.subject Educational technology es_ES
dc.title Technology as gamification means in mathematics learning es_ES
dc.type Capítulo de libro es_ES
dc.type Comunicación en congreso es_ES
dc.identifier.doi 10.4995/HEAd21.2021.13165
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation García-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/HEAd21.2021.13165 es_ES
dc.description.accrualMethod OCS es_ES
dc.relation.conferencename Seventh International Conference on Higher Education Advances es_ES
dc.relation.conferencedate Junio 22-23, 2021 es_ES
dc.relation.conferenceplace València, Spain es_ES
dc.relation.publisherversion http://ocs.editorial.upv.es/index.php/HEAD/HEAd21/paper/view/13165 es_ES
dc.description.upvformatpinicio 581 es_ES
dc.description.upvformatpfin 587 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.relation.pasarela OCS\13165 es_ES


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