Active learning and digital gamification as teaching tools for the mathematical teaching of perimeters and areas of clear figures. Case studies

Authors

  • German Eugenio Molina Mogollón
  • Liris Múnera Cavadias
  • Andrés Antonio Alarcón Lora

Supporting Agencies

  • Gamification
  • Active Pedagogy
  • Area and perimeter
  • Mathematics education
  • Sixth grade

Abstract

This article explores the challenges of teaching area and perimeter in plane figures to sixth-grade students, implementing gamification and active learning strategies. The objective is to improve the understanding and retention of these mathematical concepts through innovative and participatory methods. The research was conducted at the María Inmaculada Higher Normal School in Caicedonia, Valle del Cauca, using a quantitative, explanatory approach with a quasi-experimental design involving pre- and post-intervention tests. The results show that the gamification-based pedagogical intervention significantly improved students' academic performance and increased their motivation and engagement with learning mathematics. The conclusions highlight the effectiveness of these strategies in promoting more meaningful and lasting learning, recommending their application in other educational contexts.

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References

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Published
02-03-2026
How to Cite
Molina Mogollón, G. E., Múnera Cavadias, L., & Alarcón Lora, A. A. (2026). Active learning and digital gamification as teaching tools for the mathematical teaching of perimeters and areas of clear figures. Case studies. Latin American Journal of Socio-Educational Research, 1(1), 68–83. Retrieved from https://revistas.um.es/relis/article/view/704951