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Gamification and programming: Enhancing mathematics learning in students

Solano-Gonzales N.D.C.; Reyes-Burgos K.C.; Zelada-Valdivieso H.; Mera-Montenegro H.J. · Proceedings of the 2023 IEEE 3rd International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2023 (2023) · DOI: 10.1109/icalter61411.2023.10372906

Resumen

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.

Instituciones: Universidad Católica Santo Toribio de Mogrovejo