dc.creator | García Hernández, Alién | es |
dc.creator | González Ramírez, Teresa | es |
dc.date.accessioned | 2023-07-12T08:15:19Z | |
dc.date.available | 2023-07-12T08:15:19Z | |
dc.date.issued | 2021-06-22 | |
dc.identifier.citation | García Hernández, A. y González Ramírez, T. (2021). Technology as gamification means in mathematics learning. En 7th International Conference on Higher Education Advances (HEAd’21) (581-587), Universitat Politécnica de Valencia: Universitat Politécnica de Valencia. | |
dc.identifier.issn | 2603-5871 | es |
dc.identifier.uri | https://hdl.handle.net/11441/147881 | |
dc.description.abstract | Discrete Mathematics is a highly complex university subject. Its 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 |
dc.format | application/pdf | es |
dc.format.extent | 7 p. | es |
dc.language.iso | eng | es |
dc.publisher | Universitat Politécnica de Valencia | es |
dc.relation.ispartof | 7th International Conference on Higher Education Advances (HEAd’21) (2021), pp. 581-587. | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Mathematics | es |
dc.subject | Gamification | es |
dc.subject | Academic performance | es |
dc.subject | Engagement | es |
dc.subject | Educational technology | es |
dc.title | Technology as gamification means in mathematics learning | es |
dc.type | info:eu-repo/semantics/conferenceObject | es |
dcterms.identifier | https://ror.org/03yxnpp24 | |
dc.type.version | info:eu-repo/semantics/publishedVersion | es |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | es |
dc.contributor.affiliation | Universidad de Sevilla. Departamento de Métodos de Investigación y Diagnóstico en Educación | es |
dc.relation.publisherversion | http://doi.org/10.4995/HEAd21.2021.13165 | es |
dc.identifier.doi | 10.4995/HEAd21.2021.13165 | es |
idus.validador.nota | J. A. Caro. No tengo claro los conceptos, es una ponencia publicada en una revista. Es artículo o ponencia? | es |
dc.publication.initialPage | 581 | es |
dc.publication.endPage | 587 | es |
dc.eventtitle | 7th International Conference on Higher Education Advances (HEAd’21) | es |
dc.eventinstitution | Universitat Politécnica de Valencia | es |
dc.relation.publicationplace | Valencia | es |