GAMIFICATION AND ACTIVE LEARNING METHODOLOGIES: TECHNOLOGICAL INNOVATIONS IN MATHEMATICS EDUCATION

This study examines how gamification, combined with active learning methodologies, can foster innovations in mathematics education, with emphasis on conceptual learning, student engagement, and the development of autonomy. The research adopts an integrative literature review design, drawing from relevant scientific databases, with combined descriptors and inclusion criteria ensuring the selection of recent studies. The analysis organized the evidence into categories such as engagement, learning, protagonism, and teacher education. Findings indicate that the integration of gamification and active methodologies enhances student interest, deepens understanding of mathematical concepts, and promotes collaborative learning. Advances were also identified in the development of socio-emotional skills and in the inclusion of diverse learner profiles, although challenges remain related to teacher preparation and technological infrastructure. The review confirms that the planned use of these strategies represents a consistent path for pedagogical renewal in mathematics teaching, helping to overcome the limitations of traditional models and bringing content closer to students’ realities. The results provide support for teacher training and for the formulation of educational policies that encourage more dynamic and participatory practices, strengthening mathematics learning and preparing students for present and future demands.

Authors

Publication Details

Journal
Educação & Inovação
Published
2025-09-01
DOI
https://doi.org/10.64326/educao.v1i6.74
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

GAMIFICATION AND ACTIVE LEARNING METHODOLOGIES: TECHNOLOGICAL INNOVATIONS IN MATHEMATICS EDUCATION

Diana Torres Basoni, Fabiana Torres Basoni Gomes
Educação & Inovação
Educational Games and Gamification
article

GAMIFICATION AND ACTIVE LEARNING METHODOLOGIES: TECHNOLOGICAL INNOVATIONS IN MATHEMATICS EDUCATION

Diana Torres Basoni, Fabiana Torres Basoni Gomes
article en

Abstract

This study examines how gamification, combined with active learning methodologies, can foster innovations in mathematics education, with emphasis on conceptual learning, student engagement, and the development of autonomy. The research adopts an integrative literature review design, drawing from relevant scientific databases, with combined descriptors and inclusion criteria ensuring the selection of recent studies. The analysis organized the evidence into categories such as engagement, learning, protagonism, and teacher education. Findings indicate that the integration of gamification and active methodologies enhances student interest, deepens understanding of mathematical concepts, and promotes collaborative learning. Advances were also identified in the development of socio-emotional skills and in the inclusion of diverse learner profiles, although challenges remain related to teacher preparation and technological infrastructure. The review confirms that the planned use of these strategies represents a consistent path for pedagogical renewal in mathematics teaching, helping to overcome the limitations of traditional models and bringing content closer to students’ realities. The results provide support for teacher training and for the formulation of educational policies that encourage more dynamic and participatory practices, strengthening mathematics learning and preparing students for present and future demands.

Educação & Inovação
Openalex Percentile: Top 75%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

GAMIFICATION AND ACTIVE LEARNING METHODOLOGIES: TECHNOLOGICAL INNOVATIONS IN MATHEMATICS EDUCATION — Diana Torres Basoni, Fabiana Torres Basoni Gomes · Educação & Inovação (2025) | TGRS Research Map | TGRS