La DT-Based Gamification in The Mathematics Class in Primary Education
https://doi.org/10.17583/redimat.9617
Keywords:
Downloads
Number of words in the article:
8067Abstract
This paper analyzes the conceptualization and implementation of one of the most active and innovative methodologies in the world of teaching at the present time – gamification. Its objective is to make a systematic revision of a series of documents which were the result of a search of keywords on several databases. The focus is on analyzing the content of the files studying the field of gamification in the mathematics lessons in primary school through the use of Digital Technologies (DT) to answer one question that has been made by the researcher. In order to achieve this goal, the PRISMA procedure was followed, identifying those items that were useful for this analysis. By using a qualitative methodology, the work of different authors has been gathered and studied in terms of descriptive words. The results show a very positive impact of the gamification of mathematics on both the motivation and the performance of the students. The use of DT such as virtual reality, video games and tablets, plays a significant role in the process.
Downloads
Downloads
Published
Almetric
Dimensions
Issue
Section
License
Copyright (c) 2023 Javier Suárez Caballero
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain copyright and grant the journal the right of first publication but allow anyone to share: (unload, , reprint, distribute and/or copy) and adapt (remix, transform reuse, modify,) for any proposition, even commercial, always quoting the original source.