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Revista Universidad y Sociedad
On-line version ISSN 2218-3620
Abstract
RIOFRIO SARMIENTO, Edwin Santiago; RODRIGUEZ CABRERA, Nathaly Lizbeth and VILLA VILLA, Vicente Marlon. Effectiveness of gamification in mathematical problem solving: a practical approach. Universidad y Sociedad [online]. 2025, vol.17, n.1 Epub Feb 27, 2025. ISSN 2218-3620.
Currently, mathematics teaching faces significant challenges due to the widespread perception of this discipline as abstract and unattractive, which often translates into low levels of motivation and engagement on the part of students. Given this scenario, gamification is positioned as an innovative pedagogical strategy that incorporates dynamics and elements characteristic of games, such as rewards, progressive challenges, and level systems, in educational contexts to promote active learning and effective problem solving. The main purpose of this study is to evaluate the effectiveness of gamification as a pedagogical strategy in strengthening skills for solving mathematical problems, analyzing its impact on intrinsic motivation, academic performance, and the development of transversal competencies in students. The methodology of the study included a comprehensive review of the literature on the use of games and playful dynamics in mathematics education and their impact on academic performance. This approach allowed us to examine how the integration of game elements in teaching influenced motivation, active participation, and the acquisition of mathematical skills. It was found that gamification represents a powerful tool to transform traditional learning into a dynamic and motivating experience. By integrating elements of games, such as rewards, levels and progressive challenges, it was possible to capture the interest of students, promoting their commitment to learning. This strategy not only allowed for an improved understanding of complex mathematical concepts, but also fostered a more collaborative and participatory environment in the classroom, where students were able to develop key skills, such as critical thinking and problem solving.
Keywords : Gamification; Mathematics education; Academic performance.












