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 quasiexperiment (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.
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CITATION STYLE
García-Hernández, A., & González-Ramírez, T. (2021). Technology as gamification means in mathematics learning. In International Conference on Higher Education Advances (pp. 581–587). Universidad Politecnica de Valencia. https://doi.org/10.4995/HEAd21.2021.13165
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