Enhancing Motivation and Performance in Mathematics: The Impact of Gamification and Digital Technologies in Primary Education

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Título: Enhancing Motivation and Performance in Mathematics: The Impact of Gamification and Digital Technologies in Primary Education
Autor/es: Garrigós Aunión, Ariadna | Fernández-Herrero, Jorge
Grupo/s de investigación o GITE: Grupo de Investigación Interdisciplinar en Docencia Universitaria - Educación y Tecnologías de la Información y Comunicación/Educación Inclusiva (GIDU-EDUTIC/IN)
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Didáctica General y Didácticas Específicas
Palabras clave: Digital Tablets | Gamification | Primary Education | Mathematics Learning | ABN Method
Fecha de publicación: abr-2024
Editor: Octaedro
Cita bibliográfica: Garrigós Aunión, Ariadna; Fernandez-Herrero, Jorge (2024). “Enhancing Motivation and Performance in Mathematics: The Impact of Gamification and Digital Technologies in Primary Education”. En: Di Vita, Alessandro; Lorenzo Álvarez, Carolina; Onrubia Martínez, Verónica (eds.). Aportaciones al conocimiento actual desde la Enseñanza Superior. Barcelona: Octaedro. ISBN 978-84-10282-01-8, pp. 253-264
Resumen: This study explores the impact of integrating digital tablets with gamification on motivation and academic performance among primary school students in mathematics. Conducted in a school in Spain, the quasi-experimental research involved students aged 6-12 and utilized a control group alongside an experimen tal group across ten sessions. The experimental methodology hinged on the use of gamified learning activities delivered through digital tablets, in contrast to the traditional paper-based methods employed with the control group. Results from pre- and post-intervention assessments revealed a notable enhancement in both motiva tion and academic performance within the experimental group. Motivation scores improved from an average of 14.71 to 23.41 on a 30-point scale, while academic performance increased from a mean of 6.35 to 8.47 out of 10. Concluding, the study affirms that the use of educational technology via gamification and digital tablets can significantly elevate student engagement and learning achievements in mathematical education. The im plications and limitations of these findings are discussed, suggesting the potential for broader application of such pedagogical tools in educational settings, notwithstanding the need for further investigation to support widespread implementation.
URI: http://hdl.handle.net/10045/142108
ISBN: 978-84-10282-01-8
Idioma: eng
Tipo: info:eu-repo/semantics/bookPart
Derechos: Esta publicación está sujeta a la Licencia Internacional Pública de Atribución/Reconocimiento-NoComercial 4.0 de Creative Commons.
Revisión científica: si
Versión del editor: https://octaedro.com/libro/aportaciones-al-conocimiento-actual-desde-la-ensenanza-superior/
Aparece en las colecciones:INV - GIDU-EDUTIC/IN - Capítulos de Libros

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