Gamification tools for teaching mathematics in Higher Education: A systematic review

Authors

Keywords:

gamification, mathematics, learning, education, higher education

Abstract

DOI: https://doi.org/10.46296/rc.v7i14.0302

Higher education has been evolving its pedagogical systems in line with the needs of society, where more dynamic methodologies are used, considering the student as the main element for meaningful learning. The use of technological tools and gamification have been strategies used to complement traditional teaching. The objective of this systematic review was to determine the main gamification tools used for learning this subject in higher education. The information search was initiated using Scopus and Redalyc databases, selecting articles published between 2019 and 2024. At the beginning of the search process, inclusion criteria were established to facilitate the literature review. The information was analyzed following the PRISMA methodology. Of all the articles found, they were eliminated using the pre-established criteria, resulting in fifteen final articles. The results show that using gamification in teaching motivates students to learn, improves cognitive skills, and changes the stigma about the difficulty of the subject. It is hoped that this review will encourage the implementation of gamification so that students can have meaningful learning in mathematics.

Keywords: gamification, mathematics, learning, education, higher education.

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Published

2024-07-10

How to Cite

Cárdenas-Jarrín, A. P., Montalván-Salinas, J. A., Salmerón-Moreira, Y. M., Potes-Duque, W. N., & López-Vallejo, P. W. (2024). Gamification tools for teaching mathematics in Higher Education: A systematic review. Revista Científica Arbitrada De Investigación En Comunicación, Marketing Y Empresa REICOMUNICAR. ISSN 2737-6354., 7(14), 871-881. Retrieved from https://www.reicomunicar.journalgestar.org/index.php/reicomunicar/article/view/361