Systematic analysis of the use of gamification in the development of mathematics educational software or applications
Abstract
In the new millennium there has been a considerable growth of studies that address the gamification technique for the development of software that is useful in education. The purpose of this article is to make a review of the literature, to indicate to the reader which elements of gamification are the most commonly used in the construction of educational software and educational mobile applications. In order to carry out this analysis, the PRISMA (preferred reporting items for systematic reviews and meta-analyses) methodology was used, since it allows a search for articles in different databases, based on keywords: educational software and gamification. To carry out this analysis, the PRISMA methodology was used, since it allowed a search of articles in 4 different databases, based on keywords related to gamification and educational software. In a first review, 437 articles were found; after applying the exclusion criteria, this was reduced to 37 scientific articles. From the analysis it was concluded that 68% of the reviewed studies allowed to increase the motivation of their students and 49% managed to improve their academic performance. These results were obtained with the use of different statistical techniques.
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