TY - JOUR
T1 - Gamit! Icing on the Cake for Mathematics Gamification
AU - Rincon-Flores, Elvira G.
AU - Santos-Guevara, Brenda N.
AU - Martinez-Cardiel, Lizette
AU - Rodriguez-Rodriguez, Nadia K.
AU - Quintana-Cruz, Hernan A.
AU - Matsuura-Sonoda, Alberto
N1 - Funding Information:
The authors are grateful for the support of Writing Lab and Impact Measurement area of the Institute for the Future of Education of Tecnológico de Monterrey, and Universidad de Lima, Peru. Also, to the professors of Prepa Tec Campus Ciudad of Mexico: Jessica I. Vicencio Andrade, Patricia Ramírez Tlalpan, and Brenda E. Delgado Morales, for their collaboration in the research.
Publisher Copyright:
© 2023 by the authors.
PY - 2023/1/27
Y1 - 2023/1/27
N2 - 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.
AB - 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.
KW - attitude toward mathematics
KW - digital leaderboards
KW - gamification
KW - innovative education
KW - math education
UR - https://hdl.handle.net/20.500.12724/17981
UR - http://www.scopus.com/inward/record.url?scp=85147861674&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/db7051ad-a7a9-3fa0-b87b-4f2562d24eb4/
U2 - 10.3390/su15032334
DO - 10.3390/su15032334
M3 - Artículo (Contribución a Revista)
AN - SCOPUS:85147861674
SN - 2071-1050
VL - 15
JO - Sustainability (Switzerland)
JF - Sustainability (Switzerland)
IS - 3
M1 - 2334
ER -