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

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dc.contributorGrupo de Investigación Interdisciplinar en Docencia Universitaria - Educación y Tecnologías de la Información y Comunicación/Educación Inclusiva (GIDU-EDUTIC/IN)es_ES
dc.contributor.authorGarrigós Aunión, Ariadna-
dc.contributor.authorFernández-Herrero, Jorge-
dc.contributor.otherUniversidad de Alicante. Departamento de Didáctica General y Didácticas Específicases_ES
dc.date.accessioned2024-04-10T11:12:36Z-
dc.date.available2024-04-10T11:12:36Z-
dc.date.issued2024-04-
dc.identifier.citationGarrigós 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. 253-264es_ES
dc.identifier.isbn978-84-10282-01-8-
dc.identifier.urihttp://hdl.handle.net/10045/142108-
dc.description.abstractThis 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.es_ES
dc.languageenges_ES
dc.publisherOctaedroes_ES
dc.rightsEsta publicación está sujeta a la Licencia Internacional Pública de Atribución/Reconocimiento-NoComercial 4.0 de Creative Commons.es_ES
dc.subjectDigital Tabletses_ES
dc.subjectGamificationes_ES
dc.subjectPrimary Educationes_ES
dc.subjectMathematics Learninges_ES
dc.subjectABN Methodes_ES
dc.titleEnhancing Motivation and Performance in Mathematics: The Impact of Gamification and Digital Technologies in Primary Educationes_ES
dc.typeinfo:eu-repo/semantics/bookPartes_ES
dc.peerreviewedsies_ES
dc.relation.publisherversionhttps://octaedro.com/libro/aportaciones-al-conocimiento-actual-desde-la-ensenanza-superior/es_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
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