Gamification applications in mathematic education: a systematic mapping

Authors

DOI:

https://doi.org/10.5902/2179460X42317

Keywords:

Gamification, Education, Mathematic

Abstract

The teaching of mathematics presents a series of great challenges, which are in a great number and variety. These challenges follow students since childhood. There are authors who argue that the mathematical concepts learned in secondary education have a more operational or practical nature, and it can interfere in the ability to learn more abstract mathematical concepts, taught in higher education. Traditional and technicist education based only on the teacher's view where he acts in the way he learned that was passed on to him over time is now a thing of the past. With the widespread use of the internet, computers and information technologies we live in a globalized world where new technologies are presented to us every day. Students in this context, where classes are totally traditional, feel discouraged and seek other activities to develop and spend time. Gamification can be defined as a methodology that is being used as the mechanisms of games, aesthetics and thinking of the game to involve people, motivate action, promote learning and problem solving. This systematic mapping selected 45 recent papers related to the use of gamification in mathematical learning and presents future directions in this research area.

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Author Biographies

Júlio Cesar Modesto da Silva, Universidade Federal de Santa Maria, Santa Maria, RS

Técnico em Assuntos Educacionais (TAE) na Universidade Federal de Santa Maria (UFSM), campus Cachoeira do Sul. Atualmente é mestrando no Programa de Pós-Graduação em Tecnologias Educacionais em Rede (PPGTER-UFSM).

Vinícius Maran, Universidade Federal de Santa Maria, Santa Maria, RS

Professor Adjunto na Universidade Federal de Santa Maria (UFSM), campus Cachoeira do Sul. Docente permanente no Programa de Pós-Graduação em Tecnologias Educacionais em Rede (PPGTER-UFSM).

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Published

2020-02-18

How to Cite

Silva, J. C. M. da, & Maran, V. (2020). Gamification applications in mathematic education: a systematic mapping. Ciência E Natura, 42, e90. https://doi.org/10.5902/2179460X42317

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