2021
DOI: 10.3991/ijet.v16i06.16163
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Strengthening Motivation in the Mathematical Engineering Teaching Processes – A Proposal from Gamification and Game-Based Learning

Abstract: Gamification and game-based learning (GBL) has been widely implemented in educational processes, mainly in elementary education; it has been applied less frequently in university education. The objective was to test the effect of game-mediated teaching strategies on mathematics teaching in first-year engineering students. A quantitative study was done within the framework of a design-based research. Eighty-one (81) students participated in the research, all from the Dif-ferential Calculus course. Twelve (12) d… Show more

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Cited by 36 publications
(38 citation statements)
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References 47 publications
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“…The relationship that exists between the different dimensions of the ARCS model and collaborative work complements what is stated in (Zabala-Vargas et al, 2021). The qualitative aspects exposed in the present work allow strengthening the previously exposed results; mainly limiting the improvement options for a future instructional design.…”
Section: Discussionsupporting
confidence: 71%
See 1 more Smart Citation
“…The relationship that exists between the different dimensions of the ARCS model and collaborative work complements what is stated in (Zabala-Vargas et al, 2021). The qualitative aspects exposed in the present work allow strengthening the previously exposed results; mainly limiting the improvement options for a future instructional design.…”
Section: Discussionsupporting
confidence: 71%
“…Other tools used were: Kahoot, Socrative, and Wolfram Mathematica. These were selected based on the experiences of the authors of this work (Zabala-Vargas et al, 2021), and complement the proposed didactic units. The storyline focused on a superhero adventure, making adaptations to the educational environment.…”
Section: Methodsmentioning
confidence: 99%
“…For the purpose of identifying enhancements to educational or training practices, Zabala-Vargas et al [38] recommended DBR, as this methodology is systematic and flexible. The main output for this research is the learners' (i.e., the participants') academic performance, whereas the secondary output is their motivation.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification is focused on challenges, rewards, achievements, among others, in a particular classroom environment with the particular elements required for the game, unlike Game-Based Learning (GBL) that focuses on the use of computer or digital environments [18], in which the use of gamification has positive effects [28,29].…”
Section: Exploratory Momentmentioning
confidence: 99%