Gamification strategies to enhance mathematics learning among students in basic general education
Keywords:
Gamification, Teaching-learning, Mathematics, Gamification platformsAbstract
The teaching and learning of mathematics has historically been viewed as a difficult, distressing, and unappealing process; generations of students have been taught the idea that this subject is the most complex and challenging. This generates the need for this research with a mixed methodological approach, non-experimental design, descriptive scope, and cross-sectional; whose objective is to analyze the contribution of gamification in the teaching-learning process of the Mathematics area in the 7th year of secondary education at the "Sixto Durán Ballén" Educational Unit. The results show that gamification increases students' motivation and participation in the study of this subject, and also encourages their self-learning and the development of skills and abilities, which can improve their academic performance. Although challenges remain that limit the consolidation of gamification in the teaching-learning process of mathematics at this sublevel, including insufficient teacher training in computational skills and a lack of technological means to ensure connectivity to online platforms and applications. This research is limited to a specific public school, which may motivate further research on this topic for further study in the future.
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