Technology and gamification for mathematics learning in higher education

Authors

DOI:

https://doi.org/10.37431/conectividad.v2i1.16

Keywords:

Technologies in Education, Higher Education, Gamification, methodological strategies, Learning management system, Administration

Abstract

Technology and gamification is presented as an alternative to the traditional methods and strategies that are currently presented in Higher Education. The development of mathematics and statistics applied to administration in online and face-to-face mode at the university level considers that students require a general domain; However, it can be observed that they present difficulties in logical and abstract reasoning According to the test of the Program for International Student Assessment (PISA), in 2019 the students who took this assessment, more than 70% did not reach the basic level in solving mathematical problems. This article proposes an education through the use of strategies, techniques and adequate means for teaching and learning using ICT and gamification, fostering observation, analysis and synthesis tools in the student. The study observed the importance of maintaining clear guidelines for gamification work through ICT. Among the most relevant results it could be observed that when using gamification in the classroom there was a growth of 33.5% of acceptance compared to traditional education. The Cronbach's alpha statistical test was used with a reliability of 0.7, the correlations between the variables being acceptable. Currently, teachers face the challenge of permanently innovating to renew the methodologies used in their classes and adopt technological tools that increase the cognitive capacities of students.

Published

2020-07-12

How to Cite

Aguilar Enríquez, F. D., Quintana, A., Arellano, P., & Arévalo, V. (2020). Technology and gamification for mathematics learning in higher education. CONECTIVIDAD, 1(2), 31–51. https://doi.org/10.37431/conectividad.v2i1.16

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