Gamit! Icing on the Cake for Mathematics Gamification
Abstract
:1. Introduction
1.1. Why Are Attitudes toward Mathematics Important in Learning?
1.2. Gamification to Ice the Cake for Learning
2. Materials and Methods
2.1. Methodology
- How did the reward-based gamification methodology influence high school students’ attitudes toward math?
- What is the relationship between the gamification methodology based on a reward mechanic and the attention, engagement, and resilience dimensions on the part of students and professors?
- What is the perception of the usability of the Gamit! platform by students and professors?
2.2. Results
2.2.1. First Question Results
Professor Focus Group
2.2.2. Second Question Results
Professor Focus Group
- Attention
- 2.
- Engagement
- 3.
- Resilience
2.2.3. Third Question Results
Professor Focus Group
3. Discussion
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Dimension | Pre-Test | Post-Test | Significance |
---|---|---|---|
Anxiety | 6.01 (2.2) | 6.37 (2.2) | |
Enjoyment | 4.69 (2.22) | 5.16 (2.4) | |
Usefulness | 6.35 (1.9) | 6.4 (2.03) | |
Motivation | 7.13 (1.87) | 6.8 (2.2) | |
Confidence | 8.4 (1.57) | 6.9 (1.43) | |
Procrastination | 6.89 (1.43) | 6.7 (1.54) |
Anxiety | Enjoyment | Usefulness | Motivation | Confidence | Procrastination | |
---|---|---|---|---|---|---|
Anxiety | 1 | 0.559 ** | 0.529 ** | 0.401 ** | 0.381 ** | 0.543 ** |
Enjoyment | 1 | 0.661 ** | 0.224 ** | 0.505 ** | 0.434 ** | |
Usefulness | 1 | 0.408 ** | 0.526 ** | 0.397 ** | ||
Motivation | 1 | 0.328 ** | 0.369 ** | |||
Confidence | 1 | 0.332 ** | ||||
Procrastination | 1 |
Category | Pre-Test Mean | Post-Test Mean |
---|---|---|
Professor 1 (anxiety) | 5.92 (2.07) | 6.67 (2.08) |
Professor 1 (enjoyment) | 4.95 (2.14) | 5.74 (2.51) |
Professor 8 (anxiety) | 6.03 (1.92) | 6.69 (2.05) |
No scholarship (motivation) | 6.93 (1.84) | 6.28 (2.04) |
No scholarship (procrastination) | 6.76 (1.33) | 6.42 (1.5) |
Scholarship (anxiety) | 6.36 (2.12) | 6.77 (2.19) |
Scholarship (enjoyment) | 4.93 (2.23) | 5.59 (2.38) |
Scholarship (motivation) | 7.02 (1.96) | 6.5 (1.88) |
Semester 1(anxiety) | 5.97 (2.17) | 6.39 (2.27) |
Semester 1(enjoyment) | 4.95 (2.28) | 5.44 (2.44) |
Semester 1(motivation) | 7.27 (1.87) | 6.82 (2.18) |
Bicultural program (anxiety) | 5.98 (2.15) | 6.36 (2.24) |
Bicultural program (enjoyment) | 4.6 (2.21) | 5.15 (2.44) |
Bicultural program (motivation) | 7.10 (1.91) | 6.72 (2.2) |
Bicultural program (procrastination) | 6.9 (1.42) | 6.67 (1.52) |
Variable | Professor 1 | Professor 2 | Professor 3 | Professor 4 | Professor 5 |
---|---|---|---|---|---|
How can students earn a badge? | Spontaneous class participation. Exams’ grade progress. | First place in competitions (Khaoot, Socrative, Jeopardy, etc.), reviews, and extra work. | Badges were not necessarily related to the description. Students had to do extra work to earn badges. Also, class participation counted. | Extra weekly activities. Delivering before the due date. Interesting questions from students. Real and considerable progress from one subject to another. | Extra work. Class participation. |
Most popular or given badge | Flash Stark Grut Fantastic 4 | Not specified | Spiderman or Superman. Flash. Capitan America. | Flash Ironman | Not specified |
Badges exchange | 5 points on the exam | 10 points for partial (exam) | Maximum 10 points per partial. | Ironman is worth 2 points. | Not specified |
Leaderboard socialization | By quintiles. Professor showed the leaderboard in class. Students participated, even on WhatsApp. | Professor showed the leaderboard in class when it was updated. | Professor showed the complete upgraded leaderboard. | Not specified | Professor showed the leaderboard in class. |
Variable | Professors’ Perceptions | Comments |
---|---|---|
Motivation | “More than obvious”. | Participation as evidence. |
Enjoyment | They both (professors and students) enjoy the class more than before. | Time looks not to pass on class. “I am not sure if it is only gamification, there is a logistics to convince them”. |
Usefulness | Students ask for extra exercises to get badges, but not sure students understand how to apply math in their life. | “They increasingly manipulate their strategies to have more badges”. |
Confidence | Students are more confident, among other topics, because they know they have badges. | “It gave them a lot of confidence to see each other and participate”. |
Anxiety | It has improved in students because they want badges. | “Anxiety has gone up because they are looking for how to climb, but I see it more as giving them that energy to move”. |
Procrastination | For professors who give badges in class, they do not see a relationship, but the professors who give badges for delivery before the due date have noted lowered procrastination. | “Procrastination has not promoted it”. “It gives them badges if they deliver before the date”. |
Categories Dimension | Attention | Engagement | Resilience |
---|---|---|---|
Woman-Man | 8.2 (2.1),7.3 (2.4), | 8.2 (2.02), 7.3 (2.5), | 8.15 (2.14),7.3 (2.6), |
No scholarship/scholarship | 7.4 (2.5),7.93 (2.2) |
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Rincon-Flores, E.G.; Santos-Guevara, B.N.; Martinez-Cardiel, L.; Rodriguez-Rodriguez, N.K.; Quintana-Cruz, H.A.; Matsuura-Sonoda, A. Gamit! Icing on the Cake for Mathematics Gamification. Sustainability 2023, 15, 2334. https://doi.org/10.3390/su15032334
Rincon-Flores EG, Santos-Guevara BN, Martinez-Cardiel L, Rodriguez-Rodriguez NK, Quintana-Cruz HA, Matsuura-Sonoda A. Gamit! Icing on the Cake for Mathematics Gamification. Sustainability. 2023; 15(3):2334. https://doi.org/10.3390/su15032334
Chicago/Turabian StyleRincon-Flores, Elvira G., Brenda N. Santos-Guevara, Lizette Martinez-Cardiel, Nadia K. Rodriguez-Rodriguez, Hernan A. Quintana-Cruz, and Alberto Matsuura-Sonoda. 2023. "Gamit! Icing on the Cake for Mathematics Gamification" Sustainability 15, no. 3: 2334. https://doi.org/10.3390/su15032334
APA StyleRincon-Flores, E. G., Santos-Guevara, B. N., Martinez-Cardiel, L., Rodriguez-Rodriguez, N. K., Quintana-Cruz, H. A., & Matsuura-Sonoda, A. (2023). Gamit! Icing on the Cake for Mathematics Gamification. Sustainability, 15(3), 2334. https://doi.org/10.3390/su15032334