The Influence of Gamification on High School Students' Motivation in Geometry Lessons

Fuentes-Riffo, Karina; Salcedo-Lagos, Pedro; Sanhueza-Campos, Cristian; Pinacho-Davidson, Pedro; Friz-Carrillo, Miguel; Kotz-Grabole, Gabriela; Espejo-Burkart, Fabiola

Abstract

The primary aim of this study is to introduce a didactic programme that incorporates gamification in geometry classes for high school students. The purpose of this programme is to boost students' motivation towards learning. In the present educational scenario, the role of information and communication technologies (ICT) is paramount. Gamification has the potential to enhance the learning process by integrating game elements into non-game environments. This approach is deemed necessary as emotional factors in teaching may not lead to meaningful learning and improved academic performance. The research methodology employed a mixed approach and a pre-experimental design with pre- and post-test measurements. The sample comprised 45 10th grade students from a subsidised private high school in the Biobio Region of Chile. The study took 10 months and evaluated the factors of motivation, academic achievement, and lexical availability. Results showed a 23% increment in students' knowledge, as proven by pre- and post-tests. The findings suggest an improvement in students' perception regarding geometry and a significant improvement in academic performance. Furthermore, it has been confirmed that there is a noteworthy correlation between the group's overall motivation and their academic performance, supporting gamification as an effective pedagogical strategy.

Más información

Título según WOS: ID WOS:001100532200001 Not found in local WOS DB
Título de la Revista: SUSTAINABILITY
Volumen: 15
Número: 21
Editorial: MDPI
Fecha de publicación: 2023
DOI:

10.3390/su152115615

Notas: ISI