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Prototype of a Mathematical Learning System using Gamification Strategies and M-learning

Prototipo de un Sistema de Aprendizaje Matemático mediante Estrategias de Gamificación y M-learning




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Ballén-Duarte, A. D., Rojas-Bonilla, J. A., & Forero-Rodríguez, J. A. (2016). Prototype of a Mathematical Learning System using Gamification Strategies and M-learning. Ventana Informatica, 34. https://doi.org/10.30554/ventanainform.34.1710.2016
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Ballén-Duarte, A. D., Rojas-Bonilla, J. A., & Forero-Rodríguez, J. A. (2016). Prototype of a Mathematical Learning System using Gamification Strategies and M-learning. Ventana Informatica, 34. https://doi.org/10.30554/ventanainform.34.1710.2016

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Andrés David Ballén-Duarte
Jairo Andrés Rojas-Bonilla
Julián Andrés Forero-Rodríguez

Andrés David Ballén-Duarte,

Estudiante de IX Semestre de Ingeniería de Sistemas. Universidad Distrital Francisco José de Caldas (Bogotá D.C., Cundinamarca, Colombia).

Jairo Andrés Rojas-Bonilla,

Estudiante de IX Semestre de Ingeniería de Sistemas. Universidad Distrital Francisco José de Caldas (Bogotá D.C., Cundinamarca, Colombia).

Julián Andrés Forero-Rodríguez,

Estudiante de IX Semestre de Ingeniería de Sistemas. Universidad Distrital Francisco José de Caldas (Bogotá D.C., Cundinamarca, Colombia).

The implementation of technological tools in education and the access to information in Digital age, have promoted a technological and educational revolution that has redefined the basis and dynamics of current education. Thus, the creation of new teaching-learning processes is closely related to the integration of innovative technological strategies, through content’s virtualization and its access on mobile devices, something commonly known as m-learning. From this, and based on the implementation of strategies gamification, herein is exposed the implementation of a mobile prototype of academic training in the field of logic and mathematics, developed through Phonegap tool and the application of agile software development methodology XP, motivated by great intellectual and conceptual deficits present in middle school students aspiring to entry to higher education. In this initial product, a diagnostic test about truth tables is exposed, based on the evaluation of a game with gamification strategies applied.


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