Research Article | Open Access
Gamification in the Learning of Mathematics in University Students
Ángel Salvatierra Melgar Carlos Augusto Luy-Montejo Segundo Sigifredo Pérez Saavedra Abraham Ermitanio Huaman Almiron Quispe-Cutipa Walter Arturo Celia Emperatriz Mercado-Marrufo
Pages: 444-454
Abstract
In the framework of continuous improvement of university education, the
corresponding bodies are attentive to the good practices detached by the agents that
comprise them. In this study, gamification in the mathematics learning process is
described from the perspective of 286 students identified by non-probabilistic
intentional sampling. Under these arguments, the methodology of the study is
non-experimental, descriptive ex-post-facto level; the data for the analysis were
collected in two stages: first moment in an instantaneous way to be able to perceive
directly the gamification in the learning of mathematics through the Mentimenter tool;
in second moment, the questionnaire was applied with 33 items composed of three
dimensions: dynamics, mechanics and component from the contributions of Kevin
Werbach. The results attributed to the study show that gamification, from the
student's perspective, is a dynamic tool for the learning of previous concepts of Basic
Mathematics and Mathematical Complements in the first academic semesters; in
addition, the teacher plays the role of facilitator and the student responsibly manages
his space and learning environment.
Keywords
Gamification, Learning, Mathematics, University Students