Publicación:
The Projection of Gamification and Serious Games in the Learning of Mathematics Multi-Case Study of Secondary Schools in Italy

dc.contributor.authorMalvasi, Viviana
dc.contributor.authorGil Quintana, Javier
dc.contributor.authorBocciolesi, Enrico
dc.contributor.orcidhttps://orcid.org/0000-0001-8736-3303
dc.contributor.orcidhttps://orcid.org/0000-0003-0326-2535
dc.contributor.orcidhttps://orcid.org/0000-0002-9282-5899
dc.date.accessioned2024-11-07T10:49:32Z
dc.date.available2024-11-07T10:49:32Z
dc.date.issued2022-01-22
dc.description.abstractOur research was born with the objective of evaluating the level of gamification of high schools in Italy, specifically for mathematics, and the use of the serious game of chess as a resource for learning this discipline. The methodology is a mixed design, based on the combination of quantitative and qualitative techniques. Regarding the quantitative design, the instrument used was a questionnaire filled out by 4845 adolescents living in Italy. The qualitative methodology has focused on the analysis of the discourse of 12 in-depth interviews with mathematics teachers from high schools. Among the main results, we found that teachers, although unconsciously, apply gamification in classrooms (without having had any training about it) and, despite recognizing the mathematical benefits of chess, they do not use this game as a serious game. Our study confirms that gamification deserves more because of the benefits it brings, especially for a subject that scares students and demands greater motivation.en
dc.description.versionversión publicada
dc.identifier.citationMalvasi, V.; Gil-Quintana, J.; Bocciolesi, E. The Projection of Gamification and Serious Games in the Learning of Mathematics Multi-Case Study of Secondary Schools in Italy. Mathematics 2022, 10, 336. https://doi.org/10.3390/ math10030336
dc.identifier.doihttps://doi.org/10.3390/math10030336
dc.identifier.issn2227-7390
dc.identifier.urihttps://hdl.handle.net/20.500.14468/24291
dc.journal.titleMathematics
dc.journal.volume10
dc.language.isoen
dc.publisherMDPI
dc.relation.centerFacultades y escuelas::Facultad de Educación
dc.relation.departmentDidáctica, Organización Escolar y Didácticas Especiales
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.es
dc.subject53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
dc.subject.keywordsmathematics educationen
dc.subject.keywordsmathematicsen
dc.subject.keywordslearning processesen
dc.subject.keywordsteaching methodsen
dc.subject.keywordssecondary schoolsen
dc.titleThe Projection of Gamification and Serious Games in the Learning of Mathematics Multi-Case Study of Secondary Schools in Italyen
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
relation.isAuthorOfPublicationc8a2ccc0-9f98-40dc-b6e3-665a8f636bd7
relation.isAuthorOfPublication.latestForDiscoveryc8a2ccc0-9f98-40dc-b6e3-665a8f636bd7
Archivos
Bloque original
Mostrando 1 - 1 de 1
Cargando...
Miniatura
Nombre:
JAVIER_GIL_QUINTANA_The_projection_of_gami.pdf
Tamaño:
594.44 KB
Formato:
Adobe Portable Document Format
Bloque de licencias
Mostrando 1 - 1 de 1
No hay miniatura disponible
Nombre:
license.txt
Tamaño:
3.62 KB
Formato:
Item-specific license agreed to upon submission
Descripción: