Technology as gamification means in mathematics learning

Alién García-Hernández, Teresa González-Ramírez
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Abstract

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.
技术在数学学习中的游戏化作用
离散数学是一门非常复杂的大学学科。他的课是用传统的方式教授的,所以在很多情况下,他们不能激励学生。本研究发展了游戏化的动态,以促进更好地学习离散数学,以同样的方式,它试图影响学生对这门大学学科的参与。本次准实验共有178名学生参与,其中对照组90名,实验组88名。实验组和对照组的学业成绩和敬业度的前测和后测数据显示,在进步方面,实验组比对照组有显著的进步。该研究提出了应用其他游戏和游戏动态来促进更多游戏化活动的可能性。从这个意义上说,我们建议调查在移动应用程序格式中使用游戏对离散数学的参与度和学习成绩的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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