In response to the consistently low performance in mathematics among elementary students in Chile, a mobile application using gamification techniques was developed to enhance student engagement and academic achievement. This paper explores the implementation of this gamified app, designed to make mathematical learning both interactive and enjoyable. Leveraging elements typical of gaming, such as points and levels, the app aims to increase intrinsic motivation and participation within the classroom setting. The intervention included a group of students who used the app over a specified period, allowing for a pre and post evaluation of their mathematical skills and interest levels. Results showed an increase in mathematical performance and a modest increase on a Likert scale in students’ interest towards mathematics. These findings suggest that gamification can serve as an educational tool to enhance learning and student engagement in mathematics.

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Gamified Application for the Reinforcement of Mathematical Skills in Elementary Education

  • Marcelo Reyes Rogget,
  • David Ruete Zúñiga,
  • Alejandro Caroca Navarro,
  • Danilo Leal Moraga,
  • Jean Paul Maidana González,
  • Nicolás Caselli Benavente,
  • Carla Taramasco Toro,
  • Nicolás Cruz Madariaga

摘要

In response to the consistently low performance in mathematics among elementary students in Chile, a mobile application using gamification techniques was developed to enhance student engagement and academic achievement. This paper explores the implementation of this gamified app, designed to make mathematical learning both interactive and enjoyable. Leveraging elements typical of gaming, such as points and levels, the app aims to increase intrinsic motivation and participation within the classroom setting. The intervention included a group of students who used the app over a specified period, allowing for a pre and post evaluation of their mathematical skills and interest levels. Results showed an increase in mathematical performance and a modest increase on a Likert scale in students’ interest towards mathematics. These findings suggest that gamification can serve as an educational tool to enhance learning and student engagement in mathematics.