Title
Gamification and programming: Enhancing mathematics learning in students
Date Issued
2023
Access level
metadata only access
Resource Type
conference paper
Publisher(s)
Institute of Electrical and Electronics Engineers Inc.
Abstract
In this study, a mobile application based on gamification was developed to support the learning of fractions in fourth grade students. Using the SCRUM methodology, 4 sprints were carried out and tools such as Unity, Firebase and C# were used. To determine its impact, a pre- and post-test research design was used with a group of 21 fourth grade elementary school students from an educational institution in Chiclayo-Peru. The results showed a successful gamification, with an attractive design and high satisfaction in usability. In summary, gamified mobile applications have great potential to improve learning. © 2023 IEEE.
Language
English
OCDE Knowledge area
Ciencias de la educación Informática y Ciencias de la Información
Publication version
Version of Record
Scopus EID
2-s2.0-85183016038
Resource of which it is part
Proceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023
ISBN of the container
979-835039547-1
Conference
3rd IEEE International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023
Sources of information: Directorio de Producción Científica Universidad Católica Santo Toribio de Mogrovejo (subsistema)