Motivation to mathematical learning through the application of gamification techniques
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Abstract
Introduction: This article is a bibliographic review of the different research works that are related to Gamification techniques for the teaching of mathematics at any level of education that this subject is taught; whether these are basic, high school or higher education. Objective: The objective of this work is to demonstrate theoretically the importance of the implementation of gamification techniques for the learning of mathematics. Methodology: A review of 20 studies related to the topic in the academic Google was carried out between 2016 and 2021, including motivation and gamification as identifiers. Results: Among the most used gamification tools we have those that help to answer questionnaires such as: Kahoot and Thatquiz; those that serve to solve and represent mathematical problems such as: GeoGebra and Matlab; those that serve to turn the classroom into a collaborative game such as: Classcraft and ClassDojo. Discussion: the learning of mathematics through the use of different gamification techniques causes motivation in the learner, regardless of academic level or age, significantly improving learning and therefore the evaluation results, Conclusions: the use of techniques shows that they allow the approach of the topics in a pleasant social context, free of stress and anxiety to learn.
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