The goal of this article is to present a systematic revision of the literature about game-based learning, applied to the teaching of mathematics in higher education. Technology in the classrooms has generated notable changes and new learning environments, among which computer games capture the attention of many users, generate compromise and better learning results. Through the methodology of record review from five bibliographic indexes and databases, of interest for the educational area, the corresponding bibliometric analysis, the quality evaluation and the generation of conclusions were done. The results show 19 records that approach different mediations and that are oriented to the cognitive, emotional, affective, soft skills, and behavioral development. These findings allow researchers interested in the topic and higher educational institutions to analyze the relevance and positive contributions of games (digital and non-digital) in the teaching-learning processes.
CITATION STYLE
Zabala-Vargas, S. A., Ardila-Segovia, D. A., García-Mora, L. H., & Benito-Crosetti, B. L. de. (2020). Game-based learning (GBL) applied to the teaching of mathematics in higher education. A systematic review of the literature. Formacion Universitaria, 13(1), 13–26. https://doi.org/10.4067/S0718-50062020000100013
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