RESEARCH PAPER
Didactic Strategy Mediated by Games in the Teaching of Mathematics in First-Year Engineering Students
 
More details
Hide details
1
Universidad Santo Tomás, COLOMBIA
 
2
Universitat Illes Balears, SPAIN
 
 
Publication date: 2022-02-09
 
 
EURASIA J. Math., Sci Tech. Ed 2022;18(2):em2082
 
KEYWORDS
ABSTRACT
The development of mathematical skills for future engineers is essential. Game-based learning (GBL) and gamification have been widely used in elementary education, but less applied in higher education. The objective of this article was to evaluate the effect of didactic strategies mediated by games in the teaching of mathematics in first-year engineering students. A qualitative study was carried out. Five (5) teaching units were designed. Seven (7) focus groups were developed with 81 participants from the differential calculus course. The keyword in context−KWIC technique was used for the focus group analysis. The categories attention, relevance, confidence, and satisfaction (Keller’s motivational model) were evaluated. An important contribution of the pedagogical strategy to student motivation, teamwork, commitment, and argumentation was verified. In conclusion, game-based learning makes it possible to strengthen the motivation of students in the educational processes of mathematics in engineering.
REFERENCES (74)
1.
ABET. (2016). Criteria for accrediting engineering programs. ABET-Engineering Accreditation Commission. http://www.abet.org/wp-content....
 
2.
Alami, D., & Dalpiaz, F. (2017). A gamified tutorial for learning about security requirements engineering. In 2017 IEEE 25th International Requirements Engineering Conference (pp. 418-423). https://doi.org/10.1109/RE.201....
 
3.
Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235-254. https://doi.org/10.1016/j.chb.....
 
4.
Alderfer, C. P. (1969). An empirical test of a new theory of human needs. Organizational Behavior and Human Performance, 4(2), 142-175. https://doi.org/10.1016/0030-5....
 
5.
Alhammad, M. M., & Moreno, A. M. (2018). Gamification in software engineering education: A systematic mapping. Journal of Systems and Software, 141, 131-150. https://doi.org/10.1016/j.jss.....
 
6.
Andrew, J., Henry, S., Yudhisthira, A. N., Arifin, Y., & Permai, S. D. (2019). Analyzing the factors that influence learning experience through game-based learning using visual novel game for learning Pancasila. Procedia Computer Science, 157, 353-359. https://doi.org/10.1016/j.proc....
 
7.
Arruzza, E., & Chau, M. (2021). A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students. Journal of Medical Imaging and Radiation Sciences, 52(1), 137-146. https://doi.org/10.1016/j.jmir....
 
8.
Aslan, A., & Zhu, C. (2018). Starting teachers’ integration of ICT into their teaching practices in the lower secondary schools in Turkey. Kuram ve Uygulamada Egitim Bilimleri [Educational Sciences in Theory and Practice], 18(1), 23-45. https://doi.org/10.12738/estp.....
 
9.
Barata, G., Gama, S., Fonseca, M. J., & Gonçalves, D. (2013). Improving student creativity with gamification and virtual worlds. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 95-98). https://doi.org/10.1145/258300....
 
10.
Baumgartner, T. A., Strong, C. H., & Hensley, L. D. (2005). Conducting and reading research in health and human performance. McGraw-Hill.
 
11.
Bilge, P., & Severengiz, M. (2019). Analysis of industrial engineering qualification for the job market. Procedia Manufacturing, 33, 725–731. https://doi.org/10.1016/j.prom....
 
12.
Bjork, S., & Holopainen, J. (2004). Patterns in game design (game development series). Charles River Media, Inc.
 
13.
Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. Routledge. https://doi.org/10.4324/978131....
 
14.
Castaño Garrido, C., Maiz Olazabalaga, I., & Garay Ruiz, U. (2015). Diseño, motivación y rendimiento en un curso MOOC cooperativo [Design, motivation and performance in a cooperative MOOC course]. Comunicar: Revista Científica Iberoamericana de Comunicación y Educación [Communicate: Ibero-American Scientific Journal of Communication and Education], 44, 19-26. https://doi.org/10.3916/C44-20....
 
15.
Castaño, E., Gallón, S., Gómez, K., & Vásquez, J. (2006). Análisis de los factores asociados a la deserción y graduación estudiantil universitaria [Analysis of factors associated with university student dropout and graduation]. Lecturas de Economia [Economics Readings], 65, 9-36.
 
16.
Chen, C. H., & Law, V. (2016). Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation. Computers in Human Behavior, 55(Part B), 1201-1212. https://doi.org/10.1016/j.chb.....
 
17.
Chen, Y. (2017). Empirical study on the effect of digital game-based instruction on students’ learning motivation and achievement. Eurasia Journal of Mathematics, Science and Technology Education, 13(7), 3177-3187. https://doi.org/10.12973/euras....
 
18.
Cheng, C. H., & Su, C. H. (2012). A game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia-Social and Behavioral Sciences, 31(2011), 669-675. https://doi.org/10.1016/j.sbsp....
 
19.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. https://doi.org/10.1016/j.comp....
 
20.
Crumlish, C., & Malone, E. (2009). Designing social interfaces: Principles, patterns, and practices for improving the user experience. Yahoo Press.
 
21.
De Benito, B., & Salinas, J. (2016). La investigación basada en diseño en tecnología educativa [Design-based research in educational technology]. RIITE. Revista Interuniversitaria de Investigación En Tecnología Educativa [RIITE. Interuniversity Journal of Research in Educational Technology], 0, 44-59. https://doi.org/10.6018/riite2....
 
22.
De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers and Education, 95, 99-113. https://doi.org/10.1016/j.comp....
 
23.
Dempsey, J. V., & Burke Johnson, R. (1998). The development of an ARCS gaming scale. Journal of Instructional Psychology, 25(4), 215-221.
 
24.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference (pp. 9-15). https://doi.org/10.1145/218103....
 
25.
Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course. Computers and Education, 68, 586-596. https://doi.org/10.1016/j.comp....
 
26.
Díaz-Ramírez, J. (2020). Gamification in engineering education-An empirical assessment on learning and game performance. Heliyon, 6(9), e04972. https://doi.org/10.1016/j.heli....
 
27.
ENAEE. (2015). EUR-ACE® Framework Standards and Guidelines. European Network for Engineering Accreditation. http://www.enaee.eu/wp-assets-....
 
28.
Galbis Córdova, A., Martí Parreño, J., & Currás Pérez, R. (2017). Higher education students’ attitude towards the use of gamification for competencies development. Journal of E-Learning and Knowledge Society, 13(13 1), 129-146.
 
29.
Glaser, B. G. (1992). Discovery of grounded theory. Aldine.
 
30.
Gómez-Prada, U., Orellana-Hernández, M., & Salinas-Ibáñez, J. (2020). Strategy for the appropriation of a DSS in small bovine producers using simulation and a serious video game. Information, 11(12), 566. https://doi.org/10.3390/info11....
 
31.
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202-223. https://doi.org/10.1016/j.comp....
 
32.
Hakak, S., Noor, N. F. M., Ayub, M. N., Affal, H., Hussin, N., ahmed, E., & Imran, M. (2019). Cloud-assisted gamification for education and learning-Recent advances and challenges. Computers & Electrical Engineering, 74, 22-34. https://doi.org/10.1016/j.comp....
 
33.
Hämäläinen, R., Manninen, T., Järvelä, S., & Häkkinen, P. (2006). Learning to collaborate: Designing collaboration in a 3-D game environment. The Internet and Higher Education, 9(1), 47-61. https://doi.org/2048/10.1016/j....
 
34.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow, and immersion in game-based learning. Computers in Human Behavior, 54, 170-179. https://doi.org/10.1016/j.chb.....
 
35.
Hamizul, M., & Rahimi, N. M. (2015). Design and development of Arabic online games-A conceptual paper. Procedia-Social and Behavioral Sciences, 174, 1428-1433. https://doi.org/10.1016/j.sbsp....
 
36.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152-161. https://doi.org/10.1016/j.comp....
 
37.
Hao, K.-C., & Lee, L.-C. (2019). The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: An analysis of learning. Interactive Learning Environments, 29(7), 1101-1114. https://doi.org/10.1080/104948....
 
38.
Instituto Tecnológico y de Estudios Superiores de Monterrey [Monterrey Institute of Technology and Higher Studies]. (2015). Canvas de gamificación [Gamification canvas]. https://idea.itesm.mx/wp-conte....
 
39.
Jagušt, T., Botički, I., & So, H.-J. (2018). Examining competitive, collaborative, and adaptive gamification in young learners’ math learning. Computers & Education, 125, 444-457. https://doi.org/10.1016/j.comp....
 
40.
Kaczmarek, P. S. (2019). Mastering fourth industrial revolution through innovative personnel management-A study analysis on how game-based approaches affect competence development. IFAC-PapersOnLine, 52(13), 2332-2337. https://doi.org/10.1016/j.ifac....
 
41.
Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Wiley. https://doi.org/10.1145/220727....
 
42.
Ke, F., & Hsu, Y.-C. (2015). Mobile augmented-reality artifact creation as a component of mobile computer-supported collaborative learning. The Internet and Higher Education, 26, 33-41. https://doi.org/2048/10.1016/j....
 
43.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427-443. https://doi.org/10.1016/j.comp....
 
44.
Keller, J. M. (2010). Motivational design for learning and performance-The ARCS model approach. Springer. https://doi.org/10.1007/BF0290....
 
45.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. https://doi.org/2048/10.1016/j....
 
46.
Klein, J. D. (1992). Effect of instructional gaming and reentry status on performance and motivation. Contemporary Educational Psychology, 17(4), 364-370. https://doi.org/10.1016/0361-4....
 
47.
Kovács, T., Szilágyi, R., & Várallyai, L. (2021). Chapter 17-The role of gamification in sustainable agricultural higher education. In D. Bochtis, C. Achillas, G. Banias, & A. Lampridi (Eds.), Bio-economy and agri-production: Concepts and evidence (pp. 279-288). Academic Press. https://doi.org/10.1016/B978-0....
 
48.
Krueger, R. A., & Casey, M. A. (2014). Focus groups: A practical guide for applied research. SAGE.
 
49.
Li, K., & Keller, J. M. (2018). Use of the ARCS model in education: A literature review. Computers and Education, 122, 54-62. https://doi.org/10.1016/j.comp....
 
50.
Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370. https://doi.org/10.1037/h00543....
 
51.
Mazur, E. (1997). Peer instruction: A user’s manual. Prentice Hall. https://doi.org/10.1063/1.8817....
 
52.
McClelland, D. C., Atkinson, J. W., Clark, R. A., & Lowell, E. L. (1953). The achievement motive. Appleton-Century-Crofts. https://doi.org/10.1037/11144-....
 
53.
McKenney, S., & Reeves, T. C. (2018). Conducting educational design research. Routledge. https://doi.org/10.4324/978131....
 
54.
Nah, F. F.-H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review of Literature. In F. F.-H. Nah (Ed.), HCI in Business: First International Conference, HCIB 2014, held as part of HCI International 2014 (pp. 401-409). https://doi.org/10.1007/978-3-....
 
55.
Observatorio de Innovación Educativa del Tecnológico de Monterrey [Observatory of Educational Innovation of the Tecnological Monterrey]. (2018). Edutrens-gamificacion. https://observatorio.tec.mx/ed....
 
56.
Onwuegbuzie, A., Dickinson, W., Leech, N., & Zoran, A. (2011). Un marco cualitativo para la recolección y análisis de datos en la investigación basada en grupos focales [A qualitative framework for data collection and analysis in focus group research]. Paradigmas [Paradigms], 3(1), 127-157.
 
57.
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot....
 
58.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/004615....
 
59.
Priyaadharshini, M., Natha Mayil, N., Dakshina, R., Sandhya, S., & Bettina, S. (2020). Learning analytics: Game-based learning for programming course in higher education. Procedia Computer Science, 172, 468-472. https://doi.org/10.1016/j.proc....
 
60.
Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. https://doi.org/10.1016/j.chb.....
 
61.
Sandrone, S., & Carlson, C. (2021). Gamification and game-based education in neurology and neuroscience: Applications, challenges, and opportunities. Brain Disorders, 1, 100008. https://doi.org/10.1016/j.dscb....
 
62.
Shemran, R. P., Clark, R. M., Bilec, M. M., Landis, A. E., & Parrish, K. (2017). Developing a framework to better engage students in STEM via game design: Findings from year 1. 2017 ASEE Annual Conference & Exposition, Paper ID #20435. https://doi.org/10.18260/1-2--....
 
63.
Sim, J. (1998). Collecting and analyzing qualitative data: issues raised by the focus group. Journal of Advanced Nursing, 28(2), 345-352. https://doi.org/10.1046/j.1365....
 
64.
Song, D., Tavares, A., Pinto, S., & Xu, H. (2017). Setting engineering students up for success in the 21st century: Integrating gamification and crowdsourcing into a CDIO-based web design course. EURASIA Journal of Mathematics, Science and Technology Education, 13(7), 3565-3585. https://doi.org/10.12973/euras....
 
65.
Sousa, M. J., & Rocha, Á. (2019). Leadership styles and skills developed through game-based learning. Journal of Business Research, 94, 360-366. https://doi.org/10.1016/j.jbus....
 
66.
SPADIES. (2019). Estadísticas de deserción programas virtuales de orden universitario [Dropout statistics virtual university programs]. https://www.mineducacion.gov.c....
 
67.
Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268-286. https://doi.org/10.1111/jcal.1....
 
68.
Wu, T. (2018). Improving the effectiveness of English vocabulary review by integrating ARCS with mobile game‐based learning. Journal of Computer Assisted Learning, 34(3), 315-323. https://doi.org/10.1111/jcal.1....
 
69.
Zabala-Vargas, S., Ardila-Segovia, D. A., García-Mora, L. H., & Benito-Crosetti, B. L. d. (2020). Game-based learning (GBL) applied to the teaching of mathematics in higher education. A systematic review of the literature. Formacion Universitaria [University Education], 13(1), 13-26. https://doi.org/10.4067/S0718-....
 
70.
Zabala-Vargas, S., De Benito-Crosetti, B., Darder-Mesquida, A., Arciniegas-Hernandez, E., Reina-Medrano, J., & García-Mora, L. (2021). Strengthening motivation in the mathematical engineering teaching processes-A proposal from gamification and game-based learning. International Journal of Emerging Technologies in Learning, 16(6), 4-19. https://doi.org/10.3991/ijet.v....
 
71.
Zabala-Vargas, S., Garcia-Mora, L., de Benito, B., & Ardila-Segovia, D. (2019). Motivation increases of mathematics students in engineering-A proposal from game based learning. V Simposio ICACIT 2019, 1-6. https://doi.org/10.1109/ICACIT....
 
72.
Zabala-Vargas, S., Garcia-Mora, L., Reina-Medrano, J., & Arciniegas-Hernández, E. (2020). Concepciones y prácticas docentes sobre la enseñanza de matemáticas en ingenierías apoyada con una estrategia GBL [Teaching conceptions and practices on the teaching of mathematics in engineering supported by a GBL strategy]. In CIMTED (Ed.), Memorias X Congreso Internacional Sobre Formación en Ciencia, Tecnología y Competencias-CIFCOM2020 [Proceedings X International Congress on Training in Science, Technology and Skills- CIFCOM2020].
 
73.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edur....
 
74.
Zimmerling, E., Höllig, C. E., Sandner, P. G., & Welpe, I. M. (2019). Exploring the influence of common game elements on ideation output and motivation. Journal of Business Research, 94, 302-312. https://doi.org/10.1016/j.jbus....
 
eISSN:1305-8223
ISSN:1305-8215
Journals System - logo
Scroll to top