2020
DOI: 10.3390/math8122215
|View full text |Cite
|
Sign up to set email alerts
|

The Possibilities of Gamifying the Mathematical Curriculum in the Early Childhood Education Stage

Abstract: The addition of gamification to the classroom as a methodological tool means that the teacher’s opinion about this has become an inflection point that can affect its use or not in the classroom. In this sense, the main objective of the present article is to explore the opinion of future Early Childhood education teachers on the use of this resource for the development of the mathematics curriculum at this education stage and to obtain an explanatory model that explains it. The design of the study utilized a de… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
15
0
3

Year Published

2021
2021
2024
2024

Publication Types

Select...
7

Relationship

0
7

Authors

Journals

citations
Cited by 16 publications
(23 citation statements)
references
References 34 publications
(38 reference statements)
0
15
0
3
Order By: Relevance
“…The following conclusions are presented regarding the Flipped Learning model, Project-Based Learning, and Gamification for mathematics teachers in the Autonomous City of Melilla. Despite the multiple advantages of the application of the Flipped Learning model [32], the Project-Based Learning model [54], and Gamification [71] methodologies, no clear indicators are observed. Some variables show a significant positive impact-such as the case of the exchange of information and content through online spaces (CIC), the participation and collaboration in center projects related to digital technologies (PPC), and the use of educational software to teach mathematics (SEA).…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…The following conclusions are presented regarding the Flipped Learning model, Project-Based Learning, and Gamification for mathematics teachers in the Autonomous City of Melilla. Despite the multiple advantages of the application of the Flipped Learning model [32], the Project-Based Learning model [54], and Gamification [71] methodologies, no clear indicators are observed. Some variables show a significant positive impact-such as the case of the exchange of information and content through online spaces (CIC), the participation and collaboration in center projects related to digital technologies (PPC), and the use of educational software to teach mathematics (SEA).…”
Section: Discussionmentioning
confidence: 99%
“…With appropriate pedagogical criteria and the guidance of the mathematics teacher, gamification can significantly impact students' mathematical learning [70]. Some improvements are observed in the development of mathematical thinking by students, in the establishment of relationships between mathematical concepts [71], and their academic performance [24]. Given the above reasoning, Gamification can be employed at all academic levels or educational contexts to teach mathematics [63,71].…”
Section: Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…According to the literature review, mathematics is one of the STEAM areas that has been least considered so far in gamification (4). Studies of gamification in mathematics have mainly focused on the effect of this method on students' learning outcomes [21][22][23][24]28], reporting data, to some extent divergent, related to students' engagement, motivation, or satisfaction [1,2,24].…”
Section: Discussionmentioning
confidence: 99%
“…In mathematics education, as an area that is part of STEAM education, gamification is present from the first educational levels [21,22] and throughout all the stages, especially in secondary education [23]. Computer science, social sciences, engineering, and mathematics are, in this order, the most reported areas in the gamification of education [4].…”
Section: Introductionmentioning
confidence: 99%