Math Gamification and ICT For University Learning
Math Gamification and ICT For University Learning
2024
Volume: 5| Number 1 | pp. 218 – 236
ISSN: 2633-352X (Print) | ISSN: 2633-3538 (Online)
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First Submitted: 27 November 2023 /Accepted: 11 January 2024
DOI: https://doi.org/10.61707/j5c9ts33
Math Gamification and ICT for University Learning: Systematic Review Article
Susana Mercedes Velásquez Lecca1, José Antonio Manco Chávez2, Rolando Juan Borja Torres3,
Wilmer Amado Huamán Malca4, Wilson Wilmar Candia Quispe5 and Raúl Cortez Egusquiza6
Abstract
The integration of math gamification and Information and Communication Technologies (ICT) in learning has been a subject of growing interest.
This approach seeks to improve student motivation and performance by transforming mathematics teaching into a more interactive and hands-
on experience in university education. In this research the PRISMA method was used, 80,000 academic papers were systematically reviewed on
ICT-supported math gamification in education whereof 79,994 academic papers corresponding to other fields were excluded, selecting and using
at the end 55 articles to conduct this research. Studies were identified that explored the effectiveness of this combination at different educational
levels, with a particular emphasis on higher education. The results highlight a significant increase in student engagement and motivation, as well
as improvement in knowledge retention as shown in the figures and tables of this research. Instant ICT feedback and the application of digital
educational games contributed to have a more active learning adapted to individual needs. Although the results are encouraging, challenges remain,
such as the need for personalization and equity in ICT access. Continued research seeks to perfect these strategies maximizing the benefits of
gamification and ICT, highlighting the importance of adapting to the diversity of learning styles in mathematics education.
Keywords: Math Gamification, Mathematics Teaching, Mathematical Tools, Mathematics and ICT, Mathematics Learning
INTRODUCTION
Due to the globalized system given by the internet we find a great variety of information that help us to develop
a structure in mathematics teaching, being all mediated by ICT within the classrooms of higher education;
whether it is distance or virtual learning, this scenarios make education in the teaching of mathematics be
influenced by new approaches helping to improve the quality of education in a creative and dynamic way by
the different online platforms or programs that make the discipline favorable in its contents giving a visual
simulation or mathematical modeling.
The problem found at the international level concerns teachers, whom are in charge of transmitting information
to students and conducting classroom classes in a fun way using all possible tools, and for this purpose it is
observed in the classrooms that educators continue carrying out teaching practices as when the first educational
school was established, with no progress in the pedagogical format at all academic levels.
Gamification mentioned by (Lee et al.,2023), shows the incorporation of game elements in non-game contexts,
taking advantage of the intrinsic nature of human beings to seek challenges, rewards and achievements, thus
creating a more interactive and engaging learning environment. In today’s educational environment, university
students are growing up in a digital world, surrounded by technology and games. The integration of gamification
makes possible to take all its advantages, turning learning sessions into immersive and engaging experiences
(Holguín-Álvarez et al.,2022) and (González et al.,2021).
By using technological resources, such as online platforms, educational applications and interactive simulations,
a more dynamic learning environment adapted to the preferences of nowadays students can be provided
1 Universidad César Vallejo, Peru. E-mail: [email protected]
2 Universidad Nacional Tecnológica de Lima Sur. Email: [email protected]
3 Universidad Autónoma del Perú. E-mail: [email protected]
4 Universidad César Vallejo, Peru E-mail: [email protected]
5 Universidad Tecnológica de los Andes. E-mail: [email protected]
6 Universidad Nacional de Educación Enrique Guzmán y Valle. E-mail: [email protected]
Lecca, Chávez, Torres, Malca, Quispe and Egusquiza
(Dorado Martínez & Chamosa Sandoval, 2019). Gamification promotes friendly competition, collaboration
and problem solving, as well as essential skills in life and work (Holguin-Alvarez et al., 2023). By introducing
game elements, such as points, levels and virtual rewards, an immediate feedback system is created that
motivates students to try harder and overcome academic challenges (Fraga Varela et al.,2021) and (Izzyan et
al.,2018).
The objectives of this research are to answer the following questions: What is the relationship between math
gamification and ICT for learning? What educational levels are math gamification and ICT being applied to?
What are the research approaches with the greatest impact on gamification in mathematics learning and ICT
tools?
This not only increases students’ participation, but also improves long-term retention of information, as they
associate learning with positive and rewarding experiences (Chen et al.,2023). Gamification can also personalize
the learning process, adapting itself to individual learner styles and paces. Also, technological resources allow
the creation of personalized educational experiences (Fraga Varela et al.,2021), where students can advance as
their own pace, explore areas of interest and receive specific feedback. This contributes to a more meaningful
and lasting learning, as the diversity of students’ abilities and preferences are addressed (Del Olmo-Muñoz et
al., 2023) and (Melgar et al., 2021).
This work is justified by the importance that lies in the overwhelming existing information on how to improve
the educational quality of teaching, it means, learning with innovation using technology as an ally to the
development of learning and professionalization according to academic disciplines.
We can say that math gamification is an educational strategy that integrates elements of games in the process
of teaching and learning mathematics. It uses ludic principles, such as challenges, rewards and competitions, to
motivate students and make mathematical activities more attractive (Rojas et al.,2023). Through digital
platforms like interactive applications and technological resources, educators can create immersive educational
experiences developing mathematical skills (Ester et al.,2022). Math gamification seeks to change the traditional
perception of mathematics as something abstract and difficult, turning it into a fun and practical experience,
contributing to students’ improvement (Magat, 2023) and (Piñero Charlo et al.,2022).
We can refer to ICT as the ability to use, understand, and benefit digital technologies effectively in various areas
of life. This also includes the ability to use software (Guzmán Rivera et al.,2020), surf the internet, understand
principles of digital security, and participate in online environments in an ethical and responsible manner. ICT
competences also includes the ability to analyze and evaluate digital information (Mayorga et al.,2023), solve
problems using technological tools, and collaborate effectively in virtual environments. And in an increasingly
digitized world, employment and participation in today’s society (Valencia et al; Olivares & de Sotomayor,2022)
Research show that studies concerning this variable are very fascinating because university teachers begin to
experiment new strategies for teaching, using Moodle platforms, Flipped Classroom, Flipped Learning,
GeoGebra, Octave, Scila, Youtube, etc, each of these tools use the gamification of mathematics and the
existence of other tools that can improve learning (Fedriani et al.,2023; Kunwar et al., 2022), some researchers
mention that, nowadays, these tools are not very consistent in their use despite there is connectivity in all
nations, cities or countries; the problem is that in some towns and nations people do not have a good economic
acquisition, not allowing them to make agreements with internet companies and having digital electronical tools
which is something that could enable teacher-student and vice versa be connected to each other (Zabala-Vargas
et al.,2021) y (Akperov et al., 2022).
The use of mathematics is important in all academic disciplines and the acquisition of knowledge in this field
involves having the mastery of logical and abstract language to take them into the practice of vocational training
allowing students to perform or operate real problems and provide solutions; effectively, it is necessary that the
teacher seeks to improve the class, being interactive, dynamic and attractive for their development in learning,
allowing them to develop study habits and complex challenges to be solved using mathematics and
technological tools.
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RESEARCH METHODOLOGY
The PRISMA method (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) is a 27-step guide
used in scientific research to perform systematic reviews and meta-analyses. Its aim is to improve the
transparency and quality of such studies. PRISMA provides detailed guidelines for the planning, execution and
presentation of investigations based on evidences, including the search, selection and critical assessment of
relevant studies. This methodology helps to reduce bias and ensure objectivity in the synthesis of available
evidence, thus promoting more informed clinical and policy decisions (Urrútia & Bonfill, 2010).
The following research was conducted using the PRISMA methodology, which is a very sophisticated method
because it makes the research very rigorous and its structure avoids the possible biases of the researchers; it is
a method with safe steps in the procedure of obtaining the information to conduct original, and not repetitive
researches, or in the case of those that are repeated is because of the investigation results from the findings
worked by many researchers in all disciplines or scientific areas, it can be also used to seek contributions on a
specific topic as mentioned (Urrútia & Bonfill, 2010).
By using PRISMA, a consistent and transparent methodology is ensured, allowing evidence to be evaluated and
synthesized in an objective manner. This is particularly important in research such as math gamification and
ICT in learning, where evidence can be diverse and abundant.
PRISMA helps minimizing selection bias, improving review quality, and allowing effective communication of
results. By following this method, researchers can identify trends, key findings, and gaps in the literature, which
contributes to evidence-based decision making in education and other fields. In summary, PRISMA is
fundamental in ensuring the validity and reliability of research based on systematic reviews and meta-analysis.
In the search for academic papers, the first filter was made in Scopus with the keyword “Gamificación AND
matemática” giving a result of 3 academic papers that were selected for this research.
A second search of information was made in Scopus with the keyword “mathematical AND gamification” in
the English language, giving a result of 197 academic papers, then a first filter was performed with a range from
2014 to 2023 with 10 years of difference to find significant studies, type of documents in articles, in educational
computing, mathematical programming, and in the languages of English, Spanish and Portuguese, delivering at
the end 4 papers, after that another filter was made in topics like gamification and mathematics education,
delivering 41 academic papers that were analyzed one by one and selecting the academic papers that correspond
to the research, being 30 academic papers excluded because they belonged to other specialties, leaving 14 articles
for the study, likewise a duplicate academic paper was found, which was not part of the study, being excluded
a total of 183 academic papers.
Image 2 Representation of all occurrences of the keyword math gamification, downloaded from the Scopus database
Note. The initial database in Scopus was downloaded with the keyword “Math gamification” being possible to verify according to the
database of the total of 197 academic papers thanks to the possible keywords related to the research, it means that if we focused on
developing each keyword to verify the contributions in this area of research, the greater the inputs to be achieved and the longer the
research time would be.
Likewise, we continued searching for information in Scopus with the keyword in Spanish “gamificación AND
y AND aprendizaje AND matemática” giving a result of zero academic papers. Then a research with the same
keyword but in English was made.
The information search was initiated in Scopus with the keyword “gamification AND mathematical AND
learning”, giving a result of 152 academic papers that were filtered by years of publication from 2014 to 2023,
being 10 years of interval, helping to review the process of the development of this academic discipline
dedicated to education, being filtered by keyword gamification, and educational computing, in the languages of
English, Spanish and Portuguese, obtaining 105 academic papers where they were evaluated one by one, leaving
14 academic papers for study, and 91 academic papers excluded.
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Image 3 Representation of all occurrences of the keyword gamification AND mathematical AND learning, downloaded from the
Scopus database x database.
Note. The Scopus database was downloaded for the keyword “gamification AND mathematical AND learning”, from the 152 academic
papers, the following keywords referring to the research were found through the processed database analysis, which were the most
relevant for the research.
Continuing the search for information, the Scielo database was searched with the keyword “gamificación AND
matemática” giving a result of 3 academic papers, that were filtered one by one, having a final result of 2
academic papers of study, excluding 1 of them that did not belong to the research.
The search for information continued in the Scielo database with the keyword “Enseñanza matemática” having
a result of 838 in the first search, which were filtered by type of research article, from 2014 to 2021 because
there were no studies from 2022 to 2023, or in mathematics education specialty, from this filter the number of
articles were reduced to 78 academic papers to be evaluated for their study one by one, where 7 academic
papers were left for research, being excluded a total of 831 scientific articles.
In the following search for information on academic papers related to the research, the first filter was made in
the Dialnet database, with the keyword “Enseñanza matemática superior” giving a result in the first search of
1,291 academic papers, being all them selected using filters to reduce the search for information related to
gamification of mathematics in higher education, the filtering was done using the type of work as articles giving
a result of 821 papers, and continuing with the filtering one by one, there were selected just 16 academic papers
at the end for the research.
RESULTS
Identification of math gamification and ICT for learning in the repository databases of: Scopus, Scielo,
Dialnet and Redalyc.
Identification
(n = 79,944)
Screening
discussion.
(n = 55) Duplication (n = 1)
Appropriateness
Number of mixed papers
(n = 2)
PRISMA Diagram: Expresses the rigorous search for information in the databases.
Table 1 Bibliometric table of research papers on “Math Gamification and ICT for learning”
The research work was carried out over a period of 10 years, but the results of the information search showed
that there is a significant research period of 5 years as shown in the following table, because the academic works
found are from the last 5 years.
Table 2 Range of publication
Year of publication
Range 5,00
Minimum 2018,00
Maximum 2023,00
Table 3 Table of frequencies, percentages and number of publications in the English and Spanish languages
Language
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Valid
English 25 45,5 45,5 100,0
Note. It is observed that the Spanish language represents 54.5% having 30 academic papers, and in the English language represents
45.5% equivalent to 25 academic papers related to mathematics gamification and technological tools.
Mexico
Norway
Guatemala
Malaysia
Indonesia
Dominican Republic
Germany
Spain
Bolivia
Colombia
Ecuador
Peru
Philippines
Russia
Venezuela
Brazil
Cuba
Switzerlan
Taiwan
Country
Image 4 Bar chart representing publications in English and Spanish languages
Note. Papers published in Spanish and English languages, showing in databases that the largest publication was made in Spanish.
Table 4 Frequency of evolution of research on the subject under study
Year of publication
Note. The research shows the process and development of gamification databases and technological tools in university education, also
the progress of this research variable is observed.
Count
Bolivia
Ecuador
Guatemala
Norway
Indonesia
Dominican
Philippines
Germany
Russia
Spain
Mexico
Malaysia
Cuba
Switzerlan
Colombia
Peru
Taiwan
Venezuela
Brazil
Republic
Country
Image 5 Bar chart showing the percentage of academic papers according to the type and year they represent in the databases.
Image 5 shows that the countries with the highest demand for research on math gamification and the
development of the use of technological tools are Spain, Mexico, and Peru, which implies that Peru is
developing its scientific production.
Table 5 Type and focus of study found in the Scopus, Scielo, Dialnet y Redalyc databases.
Study approach
Note. According to the statistical results it is observed that in the types of research or study approach the most developed is the
quantitative investigation with 46 academic papers equivalent to 83.6%, 3 qualitative academic papers represented by 5.5%, 2
experimental academic papers represented by 3.6% and 2 systematic review papers 2 equivalent to 3.6%.
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Paper
Quantitative
Qualitative
Count
Experimental
Mixed
Colombia
Malaysia
Russia
Indonesia
Venezuela
Guatemala
Taiwan
Peru
Bolivia
Norway
Dominican Republic
Switzerlan
Mexico
Philippines
Spain
Ecuador
Cuba
Germany
Brazil
Country
Image 6 Bar chart showing types of research papers by country
Note. It is observed that Spanish the largest producer of quantitative research on the topic of math gamification and ICT.
Bar chart
Databas
e
Count
Russia
Colombia
Dominican
Norway
Guatemala
Cuba
Spain
Philippines
Switzerlan
Brazil
Bolivia
Indonesia
Germany
Malaysia
Mexico
Ecuador
Venezuela
Peru Republic
Taiwan
Country
Image 7
Note. It is observed that the greatest demand for research in math gamification is Scopus, being in the first place having Spanish
researchers, the second place is for Scielo represented by researchers from Mexico, and in third place is Ecuador; it is also observed
from Image 4 that Taiwan takes the fourth place in scientific publications on math gamification and teaching, as well as technological
tools in learning.
Table 6 Table of publication frequencies by country in the repositories under study.
Countries
Note. It is observed that Spain represents 21,8% of academic papers, while Mexico 18,2%, Ecuador 9,1%, Cuba, Peru, Taiwan 5,5%
respectively.
Table 7 Academic papers found by repositories and the representative percentage of each one of them.
Database
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Countrie
s
Percentages
Indonesia
Guatemala
Mexico
Philippines
Cuba
Dominican Republic
Russia
Switzerlan
Venezuela
Brazil
Spain
Taiwan
Ecuador
Malaysia
Colombia
Norway
Peru
Bolivia
Germany
Countrie
s
Image 8 The bar graph shows the publication of academic papers related to research as a percentage.
Database
Percentages
Database
Image 9 Bar chart representing in percentage
Academic papers published in that 5 years’ period, remembering that the research is established for a period of
10 years of information search, the results gave this new range.
DISCUSSION
After conducting the research, we can answer the initial question: What is the relationship between math
gamification and ICT for learning? We can answer it through the contributions of several authors who
developed research. Math gamification (Holguín-Álvarez et al.,2022), which incorporates game elements such
as challenges and rewards, is effectively combined with information and Communication Technologies (ICT)
to enhance learning (Gonzalez et al.,2021). ICTs offer interactive platforms and applications that make the
study of mathematics more engaging, using educational games and simulations. These digital tools provide
immediate feedback, encouraging student participation and engagement. In addition, online collaboration and
competition, facilitated by ICTs, promote an interactive learning environment. Virtual and augmented reality,
integrated through ICT (Magat, 2023), offer immersive experiences that make mathematics concepts more
tangible. Progress monitoring through digital platforms allows personalized adaptation of teaching. Overall,
ICT-supported math gamification transforms mathematics learning (Melgar et al., 2021), making it more
motivating, interactive and tailored to the individual needs of students.
Likewise, the question is answered as a result of the objectives of the other scientific publications: What
educational levels are math gamification and ICT being applied to? And for this we have: the application of
math gamification and Information and Communication Technologies (ICT) extends to all educational levels,
from primary to higher education (Izzyan et al.,2018). In primary education extended to higher education, ICT
is employed through interactive games to make mathematics more accessible and fun. At the secondary level,
online platforms and digital games are integrated to strengthen mathematical learning. At the university level,
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