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

Our 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 an...

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Detalles Bibliográficos
Autores: Malvasi, Viviana, Gil Quintana, Javier, Bocciolesi, Enrico
Tipo de recurso: artículo
Fecha de publicación:2022
País:España
Repositorio:e-spacio (DSpace). Repositorio Institucional de la UNED
Idioma:inglés
OAI Identifier:oai:dnet:e-spacio(ds_::ab581e1d769b3d938c562d1e9db940ac
Acceso en línea:https://hdl.handle.net/20.500.14468/24291
Access Level:acceso abierto
Palabra clave:53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
Descripción
Sumario:Our 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.