2018
DOI: 10.1016/j.compedu.2018.06.022
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Examining competitive, collaborative and adaptive gamification in young learners' math learning

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Cited by 165 publications
(120 citation statements)
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References 23 publications
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“…Studies: Half of the reviewed papers present studies that rely on an adaptive gamification system in an educational setting [18,19,20,25,28,30,31,34,35,36]. These papers provide valuable results about the impact of adaptive gamification on learner motivation and performance.…”
Section: Architecturesmentioning
confidence: 99%
See 1 more Smart Citation
“…Studies: Half of the reviewed papers present studies that rely on an adaptive gamification system in an educational setting [18,19,20,25,28,30,31,34,35,36]. These papers provide valuable results about the impact of adaptive gamification on learner motivation and performance.…”
Section: Architecturesmentioning
confidence: 99%
“…Vocabulary: Regarding the second criterion, we observed that the papers reviewed have a general consensus about the vocabulary used to describe the gamification elements. Twelve of the papers reviewed [2,4,6,9,10,11,18,19,20,23,34,35] used the term "game element" to describe the low level implementations they use, such as points, levels, leaderboards, progress. Four papers from the same authors [25,28,29,30] use the term "game features" to present the same level of implementation.…”
Section: Architecturesmentioning
confidence: 99%
“…Además, en áreas humanísticas y sociales se ha utilizado para asignaturas como humanidades (Chadimova, 2015), historia (Mystakidis & Berki, 2018;Petrucco & Agostini, 2016;Zikas et al, 2016) y ciudadanía (Bratitsis, Meireles & Neto, 2017). Por su parte, también se recurre a la gamificación en áreas científicas y tecnológicas: se registran documentos que trabajan la educación ambiental (O'Donnell & Jouy, 2015), las STEM (Kintsakis & Rangoussi, 2017), la ingeniería (Souza et al, 2017), la electrónica (Assante et al, 2016), las ciencias computacionales (Lunn et al, 2016) las matemáticas (Hwa, 2018;Jagušt, Botički & So, 2018;Ramdane, Souad, Marusin & Sidek, 2018) y las ciencias naturales (Carrillo et al, 2018;Sánchez, Cañada & Dávila, 2018). Se registra asimismo un documento en el que se utiliza para actividades extracurriculares (Amin, Rawi, Isa & Rahim, 2017).…”
Section: Resultsunclassified
“…Por otra, se registran documentos que refieren mejoras en la motivación del alumnado (Carrillo et al, 2018;Douadi, Tahar & Hamid, 2012), en el interés (Shitiq & Mahmud, 2010), en las actitudes (Hwa, 2018) y en el incremento del atractivo del aprendizaje a través del uso de serious games o e-learning; también en el alumnado con necesidades educativas especiales . Del mismo modo encontramos artículos referidos a beneficios en cuanto a educación en valores como mejoras en la colaboración, el respeto (García, Jurdi, Jaén & Nacher, 2018), el rendimiento emocional (Sánchez, Cañada & Dávila, 2018;, el compromiso con las tareas (Zikas et al, 2016), la autoeficacia, la autonomía (Chen et al, 2018) las relaciones familiares y con amigos (Jagušt, Botički & So, 2018). Asimismo, este conjunto de estrategias es considerado por algunos como una herramienta óptima para transformar contenidos impopulares en agradables (Mpiladeri, Palaigeorgiou & Lemonidis, 2016), como las matemáticas (Hwa, 2018) o las habilidades comunicativas (Oliveira & Cruz, 2018).…”
Section: Resultsunclassified
“…Improving mathematics learning through a digital game-based learning (DGBL) system [7] with a diagnostic mechanism strategy can motivate students, effectively increase students' interest in learning mathematics, and can also reduce anxiety. In mathematics courses for lower grades, the use of competitive, adaptive, and collaborative gamified learning activities has been shown to help improve students' performance in math learning [8]. Although senior children are more exposed to games, the learning effects of daily exposure to educational games have also been studied [9].…”
Section: Introductionmentioning
confidence: 99%