Cited by 29Educational Games and GamificationEducational Technology and E-LearningOnline and Blended Learning

Using web‐based gamified software to learn Boolean algebra simplification in a blended learning setting

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Jiménez‐Hernández, Eréndira M., Oktaba, Hanna, Díaz‐Barriga, Frida, Piattini, Mario·2020·Computer Applications in Engineering Education

Abstract

One of the fundamental topics in the education of students enrolled in computer‐related degrees is that of Boolean algebra. This is because it allows the expression of several problems related to digital design, artificial intelligence, databases, compilers, and formal languages, among others, as a sequence of Boolean operations and variables, which can be dealt with by using Boolean algebra methods to optimize algorithms, minimize digital components, and so forth. This study presents a piece of web‐based software, denominated as MiniBool, which has been developed with the objective of supporting the learning of Boolean algebra in a blended learning setting. This educational proposal gives students the opportunity to reinforce learning at any time and in any place. It additionally increases the learners’ motivation by including gamification, through the use of a ranking that shows the students’ level of participation. MiniBool was evaluated by means of a formal experiment, which was carried out with Discrete Mathematics students at a higher education institution in Mexico, where two groups were formed randomly: A control group, whose members attended classes and reinforced their knowledge in a traditional manner with a pencil and paper, and an experimental group, which learned in a blended learning context, receiving the same classes as the control group, but reinforcing what they had learned using MiniBool. The statistical results obtained indicate that the use of MiniBool has a positive and motivating effect on learning and that a greater academic performance is achieved than when the traditional teaching‐learning method is applied.

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  • Most studies using the ARCS model reported increases across all four dimensions (Attention, Relevance, Confidence, Satisfaction), with particularly high attention scores in one case.

    “Most studies using the ARCS model reported increases across all four dimensions, Attention, Relevance, Confidence, and Satisfaction (Chen et al., 2023;Jiménez-Hernández et al., 2020;Zabala-Vargas et al., 2019, 2021), with particularly high attention scores in one case (Hernandez-Mena et al., 2024).”

    From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Jiménez-Hernández et al., 2020

    Table 7 (shown under §8) reports higher experimental-group means than control-group means for all four ARCS dimensions. However, §7.2 reports statistically significant differences only for Attention, Relevance, and Satisfaction; Confidence was not significant. The questionnaire was administered only at posttest (§6.3), so the paper does not establish increases over time. (LLM, conf=0.86)

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Research works printed but not linked: 4

  1. J. Hamari, Perspectives from behavioral economics to analyzing game design patterns: Loss aversion in social games, Paper presented at the CHI2011 Social Games Workshop, Vancouver, British Columbia, Canada, 2011.
  2. M. Jurgelaitis et al., Implementing gamification in a university- level UML modeling course: A case study, Comput. Appl. Eng. Educ. (2018), 1-12. https://doi.org/10.1002/cae.22077 · DOI
  3. S. R. Petrick, A direct determination of the irredundant forms of a Boolean function from the set of prime implicants. AFCRC-TR-56-110, USAF Cambridge Res. Cen., Bedford, MA, 1956.
  4. T. Sasao and J. T. Butler, Worst and best irredundant sum-of- product expressions, IEEE Trans. Educ. 50 (2001), no. 9, 935-947. https://doi.org/10.1109/12.954508 · DOI

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Authors
Jiménez‐Hernández, E. M., Oktaba, H., Díaz‐Barriga, F., & Piattini, M.
Affiliations
  • Universidad Nacional Autónoma de México (MX)
  • University of Castilla-La Mancha (ES)
Corresponding author
Jiménez‐Hernández, Eréndira M.
Venue
Computer Applications in Engineering Education
Publisher
Wiley
Published
2020-09-14
Volume
28
Issue
6
Pages
1591-1611
ISSN
  • 1061-3773 (ISSN-L)
  • 1099-0542
OpenAlex
W3087206632
Cited by
29
References
76
Citations by year
2026: 4 · 2025: 6 · 2024: 6 · 2023: 6 · 2022: 4 · 2021: 3
FWCI
4.91
Type
journal article
Language
en
Open access
Locations
  • Computer Applications in Engineering Education (publishedVersion)
  • RUIdeRA - Institutional University Repository (University of Castilla-La Mancha) (submittedVersion, other-oa)
Funders
Consejo Nacional de Ciencia y Tecnología
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Information Systems › Educational Technology and E-Learning
  • Social Sciences › Education › Online and Blended Learning
Keywords
Boolean algebra, Boolean algebra simplification, gamification, blended learning, student motivation, discrete mathematics education, academic performance, digital design education

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