Gamificación en el aprendizaje de las matemáticas
The lack of innovative teaching strategies causes problems in learning mathematics, which is considered essential for developing logical and critical thinking in individuals. The way mathematics is taught today faces significant challenges, ranging from motivational issues to to the potential inclusion of gamification in the educational process. The purpose of the research was to determine the impact of gamification strategies in learning addition and subtraction operations with fractions among seventh-grade students in Basic General Education. The study followed a quantitative approach with a pre-experimental design, working with a single experimental group of 31 students, employing both bibliographic and field methods. For data collection, a test was administered to assess aspects related to the theory and contextualized practice of adding and subtracting fractions. The results showed that in the pre-test, the scores had an average of 6.69, placing students in the “close to achieving the required learning” category, according to the Regulations of the Organic Law of Education. After the implementation of gamification strategies, the post-test scores showed an average of 8.85, placing them in the “achieves the required learning” category, demonstrating the effectiveness of the intervention. The study concluded that gamification strategies help students understand fraction concepts and learn mathematics, leading to improved academic performance.
Authors
- Daniel Morocho-Lara (ORCID: https://orcid.org/0000-0003-3107-6238)
- Yennifer Michelle Bustos Gamboa (ORCID: https://orcid.org/0000-0002-4534-8401)
- Joselyn Estefanía Rivera Bombón (ORCID: https://orcid.org/0009-0003-6051-6543)
- Paola Quimbita
Institutions
- Department for International Development (GB)
- Ação Educativa (BR)
- Universidad Técnica de Ambato (EC)
Publication Details
- Journal
- Revista Tecnológica - ESPOL
- Published
- 2025-06-30
- DOI
- https://doi.org/10.37815/rte.v37n1.1257
- Citations
- 1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 3.44