The Use of Technology and Innovation for Teaching Mathematics

Objectives: This study reviewed the literature on education, teaching, and gamification in the context of mathematics, aiming to investigate how gamification can be used to engage students and improve their academic performance. Theoretical Framework: The research was based on theories regarding the importance of gamification and technological innovation in contemporary education, highlighting their role in student engagement and the development of cognitive and socio-emotional skills. Method: A bibliographic and documentary review was conducted, along with a case study involving high school technical students. The study compared an experimental group using gamified activities and a control group following the traditional mathematics curriculum. Results and Discussion: The results showed that the experimental group had a significant increase in academic performance compared to the control group, with a 20% improvement in performance and greater engagement in learning activities. Gamification provided a more interactive and motivating learning environment, encouraging active student participation. Research Implications: The study suggests that gamification can be an effective tool to overcome common challenges in mathematics education, such as student disinterest and anxiety, offering a more engaging and efficient approach to learning. Originality/Value: This study highlights the practical application of gamification as an innovative strategy in mathematics education, offering insights into its positive impact on student performance and engagement.

Authors

Publication Details

Journal
Revista de Gestão Social e Ambiental
Published
2024-10-24
DOI
https://doi.org/10.24857/rgsa.v18n10-297
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The Use of Technology and Innovation for Teaching Mathematics

Madalena de Oliveira Barbosa Divino, Paulo Roberto Barbosa Pereira, Douglas Leonardo de Lima, Vando Aparecido Monteiro et al.
Revista de Gestão Social e Ambiental
Educational Games and Gamification
article

The Use of Technology and Innovation for Teaching Mathematics

Madalena de Oliveira Barbosa Divino, Paulo Roberto Barbosa Pereira, Douglas Leonardo de Lima, Vando Aparecido Monteiro, Rafael Aljona Ortega, Priscila Trombini
article en

Abstract

Objectives: This study reviewed the literature on education, teaching, and gamification in the context of mathematics, aiming to investigate how gamification can be used to engage students and improve their academic performance. Theoretical Framework: The research was based on theories regarding the importance of gamification and technological innovation in contemporary education, highlighting their role in student engagement and the development of cognitive and socio-emotional skills. Method: A bibliographic and documentary review was conducted, along with a case study involving high school technical students. The study compared an experimental group using gamified activities and a control group following the traditional mathematics curriculum. Results and Discussion: The results showed that the experimental group had a significant increase in academic performance compared to the control group, with a 20% improvement in performance and greater engagement in learning activities. Gamification provided a more interactive and motivating learning environment, encouraging active student participation. Research Implications: The study suggests that gamification can be an effective tool to overcome common challenges in mathematics education, such as student disinterest and anxiety, offering a more engaging and efficient approach to learning. Originality/Value: This study highlights the practical application of gamification as an innovative strategy in mathematics education, offering insights into its positive impact on student performance and engagement.

Revista de Gestão Social e AmbientalVol. 18(10)
Industry, innovation and infrastructure
Openalex Percentile: Top 77%
Educational Games and Gamification
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The Use of Technology and Innovation for Teaching Mathematics — Madalena de Oliveira Barbosa Divino, Paulo Roberto Barbosa Pereira, et al. · Revista de Gestão Social e Ambiental (2024) | TGRS Research Map | TGRS