Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality 2016
DOI: 10.1145/3012430.3012605
|View full text |Cite
|
Sign up to set email alerts
|

Challenge-based gamification and its impact in teaching mathematical modeling

Abstract: The research presented describes how the challenge-based gamification strategy contributes to meaningful learning of the calculation of solids of revolution spreads in a subject in engineering. The evaluation of students' performance during the gamification activities followed the mathematical modeling cycle. The research was carried out during the semester from January to May 2016 where 48 students from Engineering and Integral Calculus Courses in Tecnólogico de Monterrey (Mexico) participated. The students w… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
4
0
1

Year Published

2018
2018
2020
2020

Publication Types

Select...
6
2
1

Relationship

1
8

Authors

Journals

citations
Cited by 17 publications
(6 citation statements)
references
References 19 publications
1
4
0
1
Order By: Relevance
“…This finding is interesting because it reinforces the importance of assessing the quality of innovations through the validation of the appropriate design for this type of activities (García-Peñalvo, 2015, Fidalgo-Blanco & Sein-Echaluce, 2014, Zavalza & Zavalza, 2012. In this case, the fact that the gamified challenges are attractive and achievable by the student and its design encourages the student to reach the level of desired performance (Marzano & Kendal, 2007) confirms what other studies have stipulated as facts about of gamification (Plass, Homer & Kinzer, 2015;Rincón-Flores, Ramírez-Montoya & Mena, 2016).…”
Section: Discussionsupporting
confidence: 73%
See 1 more Smart Citation
“…This finding is interesting because it reinforces the importance of assessing the quality of innovations through the validation of the appropriate design for this type of activities (García-Peñalvo, 2015, Fidalgo-Blanco & Sein-Echaluce, 2014, Zavalza & Zavalza, 2012. In this case, the fact that the gamified challenges are attractive and achievable by the student and its design encourages the student to reach the level of desired performance (Marzano & Kendal, 2007) confirms what other studies have stipulated as facts about of gamification (Plass, Homer & Kinzer, 2015;Rincón-Flores, Ramírez-Montoya & Mena, 2016).…”
Section: Discussionsupporting
confidence: 73%
“…In the case of Mathematics instruction, several studies state that using gaming strategies has been favorable (Kebritch, Hirumi & Bai, 2010, Muñiz-Rodriguez, Alonso & RodriguezMuñiz, 2014, Chamoso, Durán, García, Martín & Rodríguez, 2004. In a study by Rincón-Flores, Ramírez-Montoya and Mena (2016), the authors found that gamification based on challenges sustained long-term learning; in Goehle (2013), it was noted that the students improved their performance on their Mathematics homework. Similarly, Nisbet and Williams (2009) found that gamification improved students' attitudes in terms of attention and participation, while contributing to improve learning and reduce mathematical anxiety (Gómez-Chacón, 2000;Tobias & Weissbrod, 1980).…”
Section: Gamification As a Strategy Of Educational Innovationmentioning
confidence: 99%
“…dan Quizizz dapat dianggap sebagai tantangan yang perlu diselesaikan oleh siswa. Tantangan seperti ini memfasilitasi siswa untuk menerapkan pengetahuan dan keterampilannya mengenai topik yang telah dipelajari dengan cara yang menarik dan menantang (Flores, Montoya, & Mena, 2016). Ketiga elemen desain gim yang disediakan oleh Kahoot!…”
Section: Gambar 4 Hasil Tingkat Kesukaran Soal Pada Pertemuan Keduaunclassified
“…Also, these initiatives could administer financial bonus, secondments, badges and certificates for participating teachers to develop the repository. This environment could work as an extension of traditional learning classes but also, could function independently in situations such as the COVID-19 lockdown and [11] acknowledged the positive impact gamification had on students' learning progression, represented by play-based activities such as craft and puzzles. The functional aspects depicted in Figure 2 are outlined as follows:…”
Section: The Proposed Modelmentioning
confidence: 99%