Mobile Application to Support the Practice of Arithmetic Operative Skills with High School Students
Abstract
In this article, a mobile gamified application is proposed that promotes the resolution of arithmetic exercises using only the set of natural numbers. For the development of the research, a mixed descriptive methodology was used. A random sample of 50 students who were in the last three years of basic (secondary) education was considered. To validate the application, performance and usability tests were carried out, the latter with a sample of the target population (high school students), to whom the use of the application was explained remotely, and for a week they used it to practice their operative dexterity. The students answered the System Usability Scale (SUS), also remotely. Among the results, it stands out that the application had a good level of acceptance, according to the evaluation scale proposed by the literature (68-80.3). In addition, when reviewing user satisfaction, efficiency, effectiveness, error rate and memorability, it was found that the students in the sample considered the application to be highly efficient: they did not encounter errors when using the application, they found it very intuitive and they commented that unlocking the levels helped them to be motivated and focused, because they seek to be in the first levels of the leadership table. It is concluded that the mechanics and dynamics used in gamification allowed the student to practice their operative skills.
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