Skip to main content

Instructional Strategies for Performance Improvement in Algebra: A Systematic Mapping

  • Conference paper
  • First Online:
Advances in Computing (CCC 2023)

Abstract

Mathematics, specifically in the field of Algebra, becomes complicated for students to understand and this is reflected in their low academic grades. Additionally, in the results of reports of the international program for the evaluation of students in which Colombia is located with a lower score than the OECD average. This problem generates stress and anxiety, which can affect their ability to concentrate and retain information. The social and affective environment can also be an important factor in the learning of algebra. The methodology used for the selection of documents was systematic mapping. A total of 138 documents were found and, applying inclusion and exclusion criteria, 40 of these were selected. The most relevant current trends were found, which are the use of educational software and strategies such as gamification. It is important to find effective didactic tools that have the capacity to teach algebra in an effective way to students.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Li, Q., Yin, X., Yin, W., Dong, X., Li, Q.: Evaluation of gamification techniques in learning abilities for higher school students using FAHP and EDAS methods. Soft. Comput. (2023). https://doi.org/10.1007/s00500-023-08179-9

  2. Huesca, G., Campos, G., Larre, M., Pérez-Lezama, C.: Implementation of a mixed strategy of gamification and flipped learning in undergraduate basic programming courses. Educ. Sci. (Basel) 13, 474 (2023)

    Article  Google Scholar 

  3. Guo, N., Chen, J.: Application of learning motivation theory in mathematics teaching in primary schools. In: 2021 2nd Asia-Pacific Conference on Image Processing, Electronics and Computers, pp. 626–629. ACM, New York (2021)

    Google Scholar 

  4. Kaldarova, B., et al.: Applying game-based learning to a primary school class in computer science terminology learning. Front. Educ. (Lausanne) (2023). https://doi.org/10.3389/feduc.2023.1100275

  5. Gamage, S.H.P.W., Ayres, J.R., Behrend, M.B.: A systematic review on trends in using moodle for teaching and learning. Int. J. STEM Educ. 9(1), 1–24 (2022). https://doi.org/10.1186/s40594-021-00323-x

    Article  Google Scholar 

  6. Klock, A.C.T., Ogawa, A.N., Gasparini, I., Pimenta, M.S.: Does gamification matter? In: Proceedings of the 33rd Annual ACM Symposium on Applied Computing, pp. 2006–2012. ACM, New York (2018)

    Google Scholar 

  7. Ahmad, A., Zeshan, F., Khan, M.S., Marriam, R., Ali, A., Samreen, A.: The impact of gamification on learning outcomes of computer science majors. ACM Trans. Comput. Educ. 20, 1–25 (2020)

    Article  Google Scholar 

  8. Rodrigues, L.F., Oliveira, A., Rodrigues, H.: Main gamification concepts: a systematic mapping study. Heliyon 5, e01993 (2019)

    Article  Google Scholar 

  9. Wang, Y., Qiao, Y., Wang, X.: Effects of gamified learning platforms on students’ learning outcomes: a meta-analysis taking Kahoot and Quizizz as examples. In: Proceedings of the 13th International Conference on Education Technology and Computers, pp. 105–110. ACM, New York (2021)

    Google Scholar 

  10. Peixoto, M., Silva, C.: A gamification requirements catalog for educational software. In: Proceedings of the Symposium on Applied Computing, pp. 1108–1113. ACM, New York (2017)

    Google Scholar 

  11. Revelo Sánchez, O., Collazos Ordoñez, C.A., Jiménez Toledo, J.A.: La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura. Lámpsakos, pp. 31–46 (2018)

    Google Scholar 

  12. Jurado-Castro, J.M., Vargas-Molina, S., Gómez-Urquiza, J.L., Benítez-Porres, J.: Effectiveness of real-time classroom interactive competition on academic performance: a systematic review and meta-analysis. PeerJ Comput. Sci. 9, e1310 (2023)

    Article  Google Scholar 

  13. Hosseini, C., Humlung, O., Fagerstrøm, A., Haddara, M.: An experimental study on the effects of gamification on task performance. Procedia Comput. Sci. 196, 999–1006 (2022)

    Article  Google Scholar 

  14. Tan, C.W., Ling, L., Yu, P.-D., Hang, C.N., Wong, M.F.: Mathematics gamification in mobile app software for personalized learning at scale. In: 2020 IEEE Integrated STEM Education Conference (ISEC), pp. 1–5. IEEE (2020)

    Google Scholar 

  15. Prieto Andreu, J.M.: Revisión sistemática sobre la evaluación de propuestas de gamificación en siete disciplinas educativas. Teoría Educ. Rev. Interuniversitaria 34, 189–214 (2021)

    Article  Google Scholar 

  16. Klock, A.C.T., Gasparini, I., Pimenta, M.S., Hamari, J.: Tailored gamification: a review of literature. Int. J. Hum Comput Stud. 144, 102495 (2020)

    Article  Google Scholar 

  17. Çubukçu, Ç., Wang, B., Goodman, L., Mangina, E.: Gamification for teaching Java. In: Proceedings of the 10th EAI International Conference on Simulation Tools and Techniques, pp. 120–130. ACM, New York (2017)

    Google Scholar 

  18. Pastushenko, O.: Gamification in assignments. In: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pp. 47–53. ACM, New York (2019)

    Google Scholar 

  19. Vale, I., Barbosa, A.: Active learning strategies for an effective mathematics teaching and learning. Eur. J. Sci. Math. Educ. 11, 573–588 (2023)

    Article  Google Scholar 

  20. Safitri, M., Suryani, N., Budiyono, G.N., Sukarmin, G.N.: Integrated mathematics teaching material of computer-supported collaborative learning (CSCL). In: ICLIQE 2021: Proceeding of The 5th International Conference on Learning Innovation and Quality Education, pp. 1–7. ACM, New York (2021)

    Google Scholar 

  21. de Castro, J.H.C.C., Divino, R.J.Z., Cambe, W.J., Lati, B.T., Fabito, B.S., Jamis, M.N.: ALGEbright: design of an avatar customization game-based learning for algebra. In: 2019 IEEE Student Conference on Research and Development (SCOReD), pp. 49–52. IEEE (2019)

    Google Scholar 

  22. Zhan, Z., He, L., Tong, Y., Liang, X., Guo, S., Lan, X.: The effectiveness of gamification in programming education: evidence from a meta-analysis. Comput. Educ.: Artif. Intell. 3, 100096 (2022)

    Google Scholar 

  23. Pacheco-Velazquez, E.: Using gamification to develop self-directed learning. In: Proceedings of the 2020 International Conference on Education Development and Studies, pp. 1–5. ACM, New York (2020)

    Google Scholar 

  24. Murad, D.F., Dwi Wijanarko, B., Leandros, R., Akrama, Ramadhan, F.I., Ade Putra Siregar, Y.: Interaction design of mathematics learning applications for elementary school students. In: 2021 3rd International Symposium on Material and Electrical Engineering Conference (ISMEE), pp. 37–41. IEEE (2021)

    Google Scholar 

  25. Aldalur, I., Perez, A.: Gamification and discovery learning: motivating and involving students in the learning process. Heliyon 9, e13135 (2023)

    Article  Google Scholar 

  26. Chugh, R., Turnbull, D.: Gamification in education: a citation network analysis using CitNetExplorer. Contemp. Educ. Technol. 15, ep405 (2023)

    Article  Google Scholar 

  27. Aryasa, K., Fabrianes, J.C., Irwan, A.M., Sy, H., Paulus, Y.T., Irmayana, A.: The use of game puzzle application for presenting arithmetic problems. In: 2021 3rd International Conference on Cybernetics and Intelligent System (ICORIS), pp. 1–4. IEEE (2021)

    Google Scholar 

  28. Cukierman, U.R., et al.: A student-centered approach to learning mathematics and physics in engineering freshmen courses. In: 2018 World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC), pp. 1–5. IEEE (2018)

    Google Scholar 

  29. Rico-Bautista, D., Hernandez, L.L., Suárez, A.: La gamificación y arquitectura funcional: Estrategia práctica en el proceso de enseñanza/aprendizaje usando la tecnología. Rev. Ingenio UFPSO (2017)

    Google Scholar 

  30. Loyola, C.J.O., De Luna, L.R., Diloy, M., Rivera, V.: Systematic mapping: a study of gamified education tool for teaching basic mathematics in flexible learning option (FLO). In: Proceedings of the 6th International Conference on Digital Technology in Education, pp. 52–59. ACM, New York (2022)

    Google Scholar 

  31. Mera, C., Ruiz-Cagigas, G., Navarro-Guzmán, J.I., Aragón-Mendizábal, E., Delgado, C., Aguilar-Villagrán, M.: APP designed for early math training. Magnitudes comparison. In: Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality, pp. 1–8. ACM, New York (2017)

    Google Scholar 

  32. Rico-Bautista, N.A., Rico-Bautista, D.W., Arévalo-Pérez, N.: Construction of an amusement park using STEAM and LEGO education to participate in the science fair. J. Phys: Conf. Ser. (2021). https://doi.org/10.1088/1742-6596/1981/1/012019

  33. Rueda-Rueda, J.S., Rico-Bautista, D., Flórez-Solano, É.: Education in ICT: teaching to use, teaching to protect oneself and teaching to create [Educación en TIC: Enseñar a usar, enseñar a protegerse y enseñar a crear tecnología]. RISTI - Revi. Iberica Sist. Tecnol. Inform. 2019, 252–264 (2019)

    Google Scholar 

  34. Rico-Bautista, N.A., Rico-Bautista, D.W., Medina-Cárdenas, Y.C., Arévalo-Pérez, N.: Case studies: learning strategy incorporating Lego education in the seventh-grade math course at the school. J. Phys: Conf. Ser. (2020). https://doi.org/10.1088/1742-6596/1674/1/012014

  35. Dahalan, F., Alias, N., Shaharom, M.S.N.: Gamification and game based learning for vocational education and training: a systematic literature review. Educ. Inf. Technol. (Dordr) (2023). https://doi.org/10.1007/s10639-022-11548-w

  36. Tondello, G.F., Nacke, L.E.: Gamification. In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–4. ACM, New York (2018)

    Google Scholar 

  37. Lampropoulos, G., Keramopoulos, E., Diamantaras, K., Evangelidis, G.: Augmented reality and gamification in education: a systematic literature review of research, applications, and empirical studies. Appl. Sci. 12, 6809 (2022)

    Article  Google Scholar 

  38. Chao, W.-H., Yang, C.-Y., Chang, R.-C.: A study of the interactive mathematics mobile application development. In: 2018 1st IEEE International Conference on Knowledge Innovation and Invention (ICKII), pp 248–249. IEEE (2018)

    Google Scholar 

  39. Çiftçi, A., Topçu, M.S.: Improving early childhood pre-service teachers’ computational thinking skills through the unplugged computational thinking integrated STEM approach. Think Skills Creat. 49, 101337 (2023)

    Article  Google Scholar 

  40. Trenholm, S., Peschke, J.: Teaching undergraduate mathematics fully online: a review from the perspective of communities of practice. Int. J. Educ. Technol. High. Educ. 17(1), 1–18 (2020). https://doi.org/10.1186/s41239-020-00215-0

    Article  Google Scholar 

  41. Rehman, N., Zhang, W., Mahmood, A., Fareed, M.Z., Batool, S.: Fostering twenty-first century skills among primary school students through math project-based learning. Humanit. Soc. Sci. Commun. 10, 424 (2023)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dewar Rico-Bautista .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Garcia-Carrascal, S.T., Sepulveda-Vega, L.D., Rico-Bautista, D. (2024). Instructional Strategies for Performance Improvement in Algebra: A Systematic Mapping. In: Tabares, M., Vallejo, P., Suarez, B., Suarez, M., Ruiz, O., Aguilar, J. (eds) Advances in Computing. CCC 2023. Communications in Computer and Information Science, vol 1924. Springer, Cham. https://doi.org/10.1007/978-3-031-47372-2_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-47372-2_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-47371-5

  • Online ISBN: 978-3-031-47372-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics