Gamification in mathematics: a secondary classroom experience

The following paper focuses on the study of a gamification proposal of the teaching-learning process and its implantation in a mathematics 4th year secondary school classroom. After analysing the current situation, a pre-post test study is carried out in two groups of students who work the same contents simultaneously, with the only difference that one group works with traditional teaching method and the other with gamification. The objective is to compare both methodologies in terms of results, motivation and interest in mathematics. The research results show that gamification as an innovative teaching-learning method has a positive impact on students since it increases their motivation, and thus their performance. In addition, gamification also encourages other aspects such as teamwork and participation.

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Publication Details

Journal
Indivisa Boletín de Estudios e Investigación
Published
2024-12-04
DOI
https://doi.org/10.37382/indivisa.vi24.105
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Gamification in mathematics: a secondary classroom experience

Alessandro Polo, María García-Lojo
Indivisa Boletín de Estudios e Investigación
Educational Games and Gamification
article

Gamification in mathematics: a secondary classroom experience

Alessandro Polo, María García-Lojo
article en

Abstract

The following paper focuses on the study of a gamification proposal of the teaching-learning process and its implantation in a mathematics 4th year secondary school classroom. After analysing the current situation, a pre-post test study is carried out in two groups of students who work the same contents simultaneously, with the only difference that one group works with traditional teaching method and the other with gamification. The objective is to compare both methodologies in terms of results, motivation and interest in mathematics. The research results show that gamification as an innovative teaching-learning method has a positive impact on students since it increases their motivation, and thus their performance. In addition, gamification also encourages other aspects such as teamwork and participation.

Indivisa Boletín de Estudios e Investigación(24)
Universidad Complutense de Madrid (ES)
Quality Education
Openalex Percentile: Top 73%
Educational Games and Gamification
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