Academic Journal

Escape from Mathematical-Skill Deficiencies: Gamified Interactive Platforms to Reinforce Quantitative Skills

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: Escape from Mathematical-Skill Deficiencies: Gamified Interactive Platforms to Reinforce Quantitative Skills
Γλώσσα: English
Συγγραφείς: Yeray Rodríguez Rincón (ORCID 0000-0001-6385-3068), Ana Munárriz (ORCID 0000-0002-4064-1289), Ángel Alberto Magreñán Ruiz (ORCID 0000-0002-6991-5706)
Πηγή: International Journal of Educational Technology in Higher Education. 2026 23.
Διαθεσιμότητα: BioMed Central, Ltd. Available from: Springer Nature. 233 Spring Street, New York, NY 10013. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-348-4505; e-mail: customerservice@springernature.com; Web site: https://www.springer.com/gp/biomedical-sciences
Peer Reviewed: Y
Page Count: 49
Ημερομηνία έκδοσης: 2026
Τύπος εγγράφου: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Higher Education, Mathematics Instruction, Business Education, Economics Education, Puzzles, Gamification, Mathematical Concepts, Mathematics, Intervention, Individualized Instruction, Computer Assisted Instruction, Achievement Gap, Gender Differences
DOI: 10.1186/s41239-025-00576-4
ISSN: 2365-9440
Περίληψη: This study analyzes the design and implementation of Escape Room platforms as an educational reinforcement strategy to address quantitative deficiencies among students entering university programs in Economics and Business. These deficiencies, rooted in shortcomings of the pre-university curriculum, hinder students' ability to develop essential academic competencies, thereby limiting their performance in these disciplines. To mitigate this issue, the entire Spanish mathematical Secondary Education curriculum leading to these degrees was analyzed, and four interactive Escape Rooms were developed using Genially. These platforms focus on basic Mathematical Operations, Matrix Algebra, Functions, and Derivatives. They are designed to support autonomous, flexible, and adaptive learning, addressing individual student needs while remaining accessible to educators through Genially's user-friendly interface. This accessibility minimizes adoption barriers for instructors, such as the cost of expensive licenses and the need for programming skills.The study employed a quasi-experimental design with Pretest and Posttest assessments and multiple statistical adjustment techniques (ANCOVA, Propensity Score Matching or multiple linear regression) to ensure methodological robustness. A total of 122 students participated in the experimental group, engaging with one or more platforms, and 101 in the control group. Results revealed substantial improvements in students' quantitative skills, with very large effect sizes observed globally and across each individual platform. Hake's normalized gains indicated that the overall potential improvement achieved exceeded 50%. Notably, the intervention systematically reduced the initial gender gap, with women fully closing the performance disparity observed at baseline. This improvement in pre-university quantitative skills enabled students to better face academic demands, reflected in significantly higher final course performance compared to those following traditional reinforcement strategies. Dose-response analysis revealed each additional platform predicted an estimated 0.55 points improvement, with optimal cost-benefit around three platforms.The findings highlight the potential of gamified Escape Rooms as an autonomous and flexible reinforcement tool in Higher Education, with particular promise for promoting gender equity. Additionally, the results demonstrate high levels of student satisfaction and recommendation, emphasizing the methodology's ability to foster motivation, enhance engagement, and reduce the monotony associated with traditional reinforcement methods.
Abstractor: As Provided
Entry Date: 2026
Αριθμός Καταχώρησης: EJ1502482
Βάση Δεδομένων: ERIC
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  Data: This study analyzes the design and implementation of Escape Room platforms as an educational reinforcement strategy to address quantitative deficiencies among students entering university programs in Economics and Business. These deficiencies, rooted in shortcomings of the pre-university curriculum, hinder students' ability to develop essential academic competencies, thereby limiting their performance in these disciplines. To mitigate this issue, the entire Spanish mathematical Secondary Education curriculum leading to these degrees was analyzed, and four interactive Escape Rooms were developed using Genially. These platforms focus on basic Mathematical Operations, Matrix Algebra, Functions, and Derivatives. They are designed to support autonomous, flexible, and adaptive learning, addressing individual student needs while remaining accessible to educators through Genially's user-friendly interface. This accessibility minimizes adoption barriers for instructors, such as the cost of expensive licenses and the need for programming skills.The study employed a quasi-experimental design with Pretest and Posttest assessments and multiple statistical adjustment techniques (ANCOVA, Propensity Score Matching or multiple linear regression) to ensure methodological robustness. A total of 122 students participated in the experimental group, engaging with one or more platforms, and 101 in the control group. Results revealed substantial improvements in students' quantitative skills, with very large effect sizes observed globally and across each individual platform. Hake's normalized gains indicated that the overall potential improvement achieved exceeded 50%. Notably, the intervention systematically reduced the initial gender gap, with women fully closing the performance disparity observed at baseline. This improvement in pre-university quantitative skills enabled students to better face academic demands, reflected in significantly higher final course performance compared to those following traditional reinforcement strategies. Dose-response analysis revealed each additional platform predicted an estimated 0.55 points improvement, with optimal cost-benefit around three platforms.The findings highlight the potential of gamified Escape Rooms as an autonomous and flexible reinforcement tool in Higher Education, with particular promise for promoting gender equity. Additionally, the results demonstrate high levels of student satisfaction and recommendation, emphasizing the methodology's ability to foster motivation, enhance engagement, and reduce the monotony associated with traditional reinforcement methods.
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