Gamified apps in the mathematics classroom
DOI:
https://doi.org/10.46502/issn.1856-7576/2024.18.03.4Keywords:
Gamification, gamification tools, innovation in mathematics, mathematics, applications, learning.Abstract
The integration of gamification elements in educational environments is constantly growing, with the evident proliferation of numerous computer applications designed for this purpose. It is pertinent to highlight that, particularly in the field of mathematics, the range of specific options is limited. In this context, the main objective of this study is to examine the content and characteristics of applications used in secondary education, about the fundamental criteria established by the Werbach and Hunter pyramid, a reference framework in this area since its conceptualization. To carry out this analysis a representative set of the most commonly used applications to date in the context of educational gamification has been selected, as well as another specifically designed for learning mathematics. The results obtained reveal an adequate level of compliance with the three fundamental elements proposed by this framework: dynamics, mechanics, and components, although certain variations are identified among the different applications examined. From this evaluation, it can be concluded that there has been notable progress in the development and programming of gamified applications, with a trend towards adopting attractive educational approaches and effective methodologies for learning.
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Copyright (c) 2024 Diego Vergara Rodríguez, César Domínguez Zapatero, Patricia Castro López, Lorena Rodríguez-Calzada

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