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dc.contributor.authorRincon-Flores, Elvira G.
dc.contributor.authorSantos-Guevara, Brenda N.
dc.contributor.authorMartinez-Cardiel, Lizette
dc.contributor.authorRodríguez Rodríguez, Nadia Katherine
dc.contributor.authorQuintana Cruz, Hernán Alejandro
dc.contributor.authorMatsuura Sonoda, Alberto
dc.contributor.otherRodríguez Rodríguez, Nadia Katherine
dc.contributor.otherQuintana Cruz, Hernán Alejandro
dc.contributor.otherMatsuura Sonoda, Alberto
dc.date.accessioned2023-03-29T15:24:39Z
dc.date.available2023-03-29T15:24:39Z
dc.date.issued2023
dc.identifier.citationRincon-Flores, E. G., Santos-Guevara, B. N., Martinez-Cardiel, L., Rodriguez-Rodriguez, N. K., Quintana-Cruz, H. A. & Matsuura-Sonoda, A. (2023). Gamit! Icing on the Cake for Mathematics Gamification. Sustainability, 15(3). https://doi.org/10.3390/su15032334es_PE
dc.identifier.issn2071-1050
dc.identifier.urihttps://hdl.handle.net/20.500.12724/17981
dc.description.abstractGamification has permeated education as a strategy to improve the teaching-learning process. Research shows that gamified reward systems based on badges, leaderboards, and avatars modifies the learning environment and student attitudes. This research aimed primarily to assess the change in attitude towards mathematics in high school students through a gamified methodology involving a reward system managed through a web platform called Gamit! This platform was developed by professors from two Latin American universities to manage gamification in a way that ensured that the anonymity of the class rankings was maintained. A mixed (QUAN-Qual) and quasi-experimental methodological approach was used for this study; two questionnaires were applied to 454 high school students and a focus group was performed with a group of seven professors. The quantitative analysis was processed with SPSS and consisted of ANOVAS and post hoc tests for more than two samples, while the focus group analysis was performed through inductive analysis. Results show benefits for professors and learners. Students improved their attitudes toward mathematics, reducing anxiety and improving willingness, while professors found a dynamic and optimal way to manage gamification on Gamit!en_EN
dc.formatapplication/html
dc.language.isoeng
dc.publisherMDPI
dc.relation.ispartofurn:issn: 2071-1050
dc.rightsinfo:eu-repo/semantics/openAccess*
dc.rights.urihttps://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.sourceRepositorio Institucional - Ulima
dc.sourceUniversidad de Lima
dc.subjectGamificationen_EN
dc.subjectMathematicsen_EN
dc.subjectCollege teachingen_EN
dc.subjectWeb-based instructionen_EN
dc.subjectGamificaciónes_PE
dc.subjectMatemáticases_PE
dc.subjectEnseñanza universitariaes_PE
dc.subjectEnseñanza en líneaes_PE
dc.titleGamit! Icing on the Cake for Mathematics Gamificationen_EN
dc.typeinfo:eu-repo/semantics/article
dc.identifier.journalSustainability
dc.publisher.countryCH
dc.type.otherArtículo en Scopus
dc.identifier.isni0000000121541816
ulima.autor.carreraRodriguez Rodriguez, Nadia Katherine (Ingeniería de Sistemas)
ulima.autor.carreraQuintana Cruz, Hernan Alejandro (Ingeniería de Sistemas)
ulima.autor.carreraMatsuura Sonoda, Alberto (Comunicación)
ulima.autor.afiliacionRodriguez Rodriguez, Nadia Katherine (Carrera de Ingeniería de Sistemas, Universidad de Lima)
ulima.autor.afiliacionQuintana Cruz, Hernan Alejandro (Carrera de Ingeniería de Sistemas, Universidad de Lima)
ulima.autor.afiliacionMatsuura Sonoda, Alberto (Innovación Educativa, Universidad de Lima)
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#5.08.00
dc.identifier.doihttps://doi.org/10.3390/su15032334
ulima.cat9
dc.identifier.scopusid2-s2.0-85147861674


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