Cited by 21Educational Games and GamificationEducation, Achievement, and GiftednessMathematics Education and Teaching Techniques

Gamit! Icing on the Cake for Mathematics Gamification

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Rincon-Flores, Elvira G., Santos-Guevara, Brenda N., Martinez-Cardiel, Lizette, Rodriguez-Rodriguez, Nadia K., Quintana-Cruz, Hernan A., Matsuura-Sonoda, Alberto·2023·Sustainability

Abstract

Gamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and student attitudes. This research aimed primarily to assess the change in attitude towards mathematics in high school students through a gamified methodology involving a reward system managed through a web platform called Gamit! This platform was developed by professors from two Latin American universities to manage gamification in a way that ensured that the anonymity of the class rankings was maintained. A mixed (QUAN-Qual) and quasi-experimental methodological approach was used for this study; two questionnaires were applied to 454 high school students and a focus group was performed with a group of seven professors. The quantitative analysis was processed with SPSS and consisted of ANOVAS and post hoc tests for more than two samples, while the focus group analysis was performed through inductive analysis. Results show benefits for professors and learners. Students improved their attitudes toward mathematics, reducing anxiety and improving willingness, while professors found a dynamic and optimal way to manage gamification on Gamit!

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Research works printed but not linked: 5

  1. Del Carmen Pegalajar Palomino, M. Implications of gamification in Higher Education: A systematic review of student perception. Rev. Investig. Educ. 2021, 39, 169-188.
  2. Zanna, P.M.; Rempel, J.K. Attitudes: A new look at an old concept. In The Social Psychology of Knowledge; En Bar-Tal, D., Kruglanski, A., Eds.; Cambridge University Press: Cambridge, UK, 2008; pp. 315-334.
  3. Auzmendi, E.E. Análisis de la estructura factorial de la Escala de actitudes hacia las matemáticas. Rev. Investig. Y Comun. Exp. Educ. 2015, 17, 45-77.
  4. Sanmugam, M.; Mohamed, H. Leaderboard: Analysis review behind the usage in gamification. ASM Sci. J. 2020, 13, 89-93.
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Authors
Rincon-Flores, E. G., Santos-Guevara, B. N., Martinez-Cardiel, L., Rodriguez-Rodriguez, N. K., Quintana-Cruz, H. A., & Matsuura-Sonoda, A.
Affiliations
  • Institute for the Future of Education, Tecnologico de Monterrey, Monterrey 64849, NL, Mexico
  • Tecnológico de Monterrey (MX)
  • Department of Applied Pedagogy, Universidad Autónoma de Barcelona, Bellaterra, 08193 Barcelona, Spain
  • Carrera de Ingeniería de Sistemas, Universidad de Lima, Santiago de Surco 15023, Peru
  • Universidad de Lima (PE)
Venue
Sustainability
Publisher
MDPI AG
Published
2023-01-27
Volume
15
Issue
3
Pages
2334
ISSN
2071-1050 (ISSN-L)
OpenAlex
W4318476820
Cited by
21
References
30
Citations by year
2026: 3 · 2025: 7 · 2024: 9 · 2023: 2
FWCI
10.21
Type
journal article
Language
en
Open access
Locations
  • Sustainability (publishedVersion, cc-by)
  • Dipòsit Digital de Documents de la UAB (Universitat Autònoma de Barcelona) (submittedVersion, cc-by)
  • RePEc: Research Papers in Economics (submittedVersion)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (submittedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Education, Achievement, and Giftedness
  • Social Sciences › Education › Mathematics Education and Teaching Techniques
Keywords
gamification, mathematics education, reward systems, badges, leaderboards, avatars, student attitudes toward mathematics, mathematics anxiety, high school students, teacher perceptions

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