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Gamification applications in mathematic education: a systematic mapping
Author(s) -
Júlio Cesar Modesto da Silva,
Vinícius Maran
Publication year - 2020
Publication title -
ciência e natura
Language(s) - English
Resource type - Journals
eISSN - 2179-460X
pISSN - 0100-8307
DOI - 10.5902/2179460x42317
Subject(s) - variety (cybernetics) , action (physics) , context (archaeology) , mathematics education , the internet , computer science , multimedia , psychology , artificial intelligence , world wide web , quantum mechanics , biology , paleontology , physics
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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