[EN] Discrete Mathematics is a highly complex university subject. His classes are taught in a traditional way, so in many cases they do not motivate students. This study develops dynamics of gamification to promote a better learning of Discrete Mathematics, in the same way, it seeks to influence the engagement of students in this university subject. 178 students participate in this quasi-experiment (90 in the control group and 88 in the experimental group). The pretest and posttest data of the academic performance and engagement of the experimental group and the control group display that, in terms of progress, the experimental group showed significant progress compared with the control group. The study is concluded by raising the possibili...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a strategy for involving students by incorporating game elements into the learning p...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Empirical research was conducted on applying Gamification in Higher Education using the d...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Games support the development of a wide range of skills which are essential to the autonomous learne...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
The gamification neologism is applied to using game-thinking and game mechanics to solve problems a...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
Gamification is the application of game mechanics and player incentives to non-game environments. Wh...
Keywords: Gamification, intrinsic motivation, extrinsic motivation, academic performance, mathematic...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a strategy for involving students by incorporating game elements into the learning p...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
Empirical research was conducted on applying Gamification in Higher Education using the d...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Games support the development of a wide range of skills which are essential to the autonomous learne...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
The gamification neologism is applied to using game-thinking and game mechanics to solve problems a...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
Gamification is the application of game mechanics and player incentives to non-game environments. Wh...
Keywords: Gamification, intrinsic motivation, extrinsic motivation, academic performance, mathematic...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a strategy for involving students by incorporating game elements into the learning p...