1. Introduction
The diverse social, cultural and technological changes currently experienced by society, as indicated by [
1], are shaping students and having an effect on their learning processes from different points of view. In this sense, games, in the broadest sense, have evolved as a methodological resource at the same time that society has moved forward. As of today, their use in a digital format has become very important, as the students in the classroom, from diverse educational stages, have been cataloged as technological youth, adolescents, and children. This is why the education community has begun to think of gamification as a valid strategy for the development of teaching-learning processes.
From the start, it must be indicated that current literature recognizes two ways of adding gamification to the classrooms, one supported by traditional games [such as Monopoly, Risk, cards, Parcheesi, the game of the goose, dungeon master, etc.], and the other supported by digital ones (Minecraft, Mario Bros, Fortnite, Pokemon Go, etc.) [
2,
3], with the objective of this article focusing on the latter trend.
The use of digital gamification or videogames, per se, to the learning process of the students, begins with the search for a transformation in education that promotes the growth of immersive learning of the students, and a demand for the improvement of the teachers’ methodology. In addition, other researchers consider that the use of videogames will allow the students to be initiated in curricular competencies, which is the digital competence in this case [
4,
5,
6], so that their learning process improves from another perspective.
At first, the digital gamification of the classrooms at any educational level implies accepting the use of digital games or videogames, a resource that has been demonized, hated, and loved by the education community and society at large [
7,
8,
9,
10]. It also implies that one must consider that the strategies utilized in gamification, such as the use of awards or badges, could be yet another element that motivates the students in their learning processes [
3]. Thus, we must think beyond the thought that the final intent is to gamify the classroom. The use of gamification in the classroom, from a digital point of view, implies the use of videogames or strategies such as
Escape Room or educational
Breakouts to a level where the main objective is to introduce the curricular contents in a manner that is attractive to the student [
1,
3]. Thus, the contents that are considered to be difficult, either due to their nature, the manner of teaching them, or the manner of learning them, could be presented in a more motivational way, with their virtues shown to the students [
11]. This will get the student’s attention and promote internal strategies of assimilation and comprehension of this content.
In this sense, various successful experiments on the use of videogames in the classrooms exist, as a tool for propitiating effective learning, and at the same time, for favoring the cohesion and integration of the content to the social reality of the student. Authors such as [
12,
13] have pointed out that the gamified classroom promotes improvements in learning, metacognition, evaluation, and the process of conceptual support of the students. Along this line, [
14] conducted a study with teachers from the area of special education and concluded that when they implemented gamification strategies into their classes, an improvement was achieved in the reasoning processes of the students. As a result, we could say that gamification, per se, tries to promote motivation for the content and the creativity of the individuals. On the other hand, it is interesting to note how the studies that have focused their attention on gender have underlined the importance of their use to foment the mathematical talents of girls [
15].
Focusing our attention on the area of mathematics, we find the work by [
4], who underlines how a game created more than two decades ago, The Lemmings, helps with the initiation of the basic contents of mathematics, just as the data presented by [
11], who, after using various digital games, verified that significant learning of algebra content was achieved. On their part, [
16] conducted a pretest-posttest study utilizing QR codes placed on cards, which allowed the students to perform different mathematics activities. The main result was that an improvement was observed in the acquisition of the rational number concept, improving the connections between its different representations such as fractions, decimals, and percentages. Along this line, [
17], utilizing experimental and control groups, concluded that significant improvements had been achieved on the comprehension of basic concepts of mathematical logic of the students with whom digital games had been used as a digital resource, as compared to those who had followed a traditional methodology of learning. These results [
18] show that the use of game-based interactive materials in the mathematics classroom promotes the improvement of the comprehension of mathematical concepts of the students. Therefore, the use of digital resources [
19], defined as manipulative materials that allow us to visualize mathematical concepts more easily and in a more attractive manner, signifies a helping tool in the process of abstraction of mathematical concepts when coming into existence as virtual models of mathematical concepts [
20].
Focusing our interest on the early childhood stage, it should first be indicated that this stage is characterized by being a point in time in which immersion into the curricular contents begins, which will be further developed in higher education stages. It is in this initial stage when the teachers begin to observe the first differences in the act of teaching and learning, meaning that different levels of learning and understanding of the contents taught to begin to appear [
12,
21,
22]. As indicated by [
23], learning is conducted due to curiosity, exploration, and immersion into the content; experimentation occurs, and initiation into research begins in a playful manner, as games are the main elements in learning processes [
24]. For this reason, we can consider that gamification in the early childhood classroom will provide a new learning scenario where fiction comes closer to the educational reality of the student, thereby promoting a creative learning process, which is vital in the first years of socialization of individuals. As for the area of mathematics, we are in agreement with [
24] in that the process of logic-mathematics acquisition is conducted through a reflective process that is never forgotten so that the use of different types of resources could promote this reflection in a more effective manner.
Diverse research studies [
4,
25,
26] have pointed out that the use of gamification for teaching the curricular content in the area of mathematics in the early childhood stage promotes experiencing the content, which results in a positive view of the students towards this subject matter. We are in agreement with [
27,
28] that the use of digital games in the area of mathematics implies that the student learns, in a playful manner, concepts such as probability while they play, so that learning is produced in a manner that is more motivating and personal to the student, helping with the overcoming of obstacles during this learning process.
The objectives of the present research study are:
- -
To determine the perceptions of the teachers-in-training about the question of if the use of videogames allows for the development of the curriculum in the early childhood stage in the area of mathematics;
- -
To explore the existence of different dimensions about the use of videogames, to make progress feasible in the curriculum of the early childhood stage, in the area of mathematics;
- -
To learn about the behavior of these factors, considering their relationships and the existence of an explanatory model for them.
The following hypothesis has been posited with the objectives described above:
Starting hypothesis: There are significant differences in mathematical thinking, depending on the establishment of relationships between concepts, without it being influenced by the age and gender of the study subjects.
4. Discussion
The initiation of learning of mathematical contents in the early ages is an important matter for the education community, given that the establishment of prior knowledge in this area will allow the teacher to detect and determine future hurdles in the acquisition of concepts that will become more complex as the students make progress in the curricular content [
4,
11].
On the other hand, the addition of the methodologies defined as active, based on the inclusion of diverse digital resources, will provide the teachers with a set of tools that will allow them to bring the social reality experienced by the students closer to the educational reality where they are immersed in during a considerable period of time in their lives [
42,
43]. However, the inclusion of a digital resource in the classroom methodology will be determined by the perception of the teachers [
44]. Thus, knowing their opinion is of the utmost importance. In this sense, to discover their predisposition towards the addition of videogames to the curricular development of the subject of mathematics in the childhood education stage, the profile of the education professional must be understood. Our results showed that the participants in this study had a low level as videogame players, given that they spent a small amount of time playing videogames, as opposed to works by [
45,
46], where the teachers-in-training spent a greater amount of time playing videogames and digital games.
Focusing our attention on the first objective of this work (Determine the perceptions of university students about the question of if the use of videogames makes possible the development of the curriculum in the early childhood stage in the area of mathematics), it can be verified that the teachers-in-training considered that the videogames would help students aged from 3 to 6 years old to understand and represent some logical and mathematical notions and relationships [
47], which can be linked to their everyday lives [
48].
On the other hand, they also considered that it would allow students aged from 3 to 6 years old to develop mathematical skill and knowledge [
27] and reading comprehension and language, as opposed to the findings by [
42], but in line with those found by [
49]. In addition, in agreement with [
50], the early childhood teachers-in-training believed that videogames would help children to acquire thinking schemes that will bring them closer to the basic notions of order, quantity, number series and functions [
51], as well as problem-solving [
52].
As for the second objective (To explore the existence of different dimensions about the use of videogames, to make progress feasible in the curriculum of the early childhood stage in the area of mathematics), the existence of two dimensions was corroborated, which brought together, on one hand, the items related to the skills linked with the comprehension of concepts where other curricular elements intervened, such as language, writing, and what was named “development of mathematical thinking” [
52]. Moreover, a second dimension is linked to the “establishment of relationships between concepts” [
27]. As for the grouping of the items into two dimensions, we verified that a line was followed as set by [
6], given that this author also discusses experimentation and discovery on one hand and the relationships between concepts on the other.
With respect to the third objective of the work (To learn about the behavior of these factors, considering their relationships and the existence of an explanatory model for them), it was verified that the two-factor general explanatory model obtained pointed out that the women were closer to it than the men.
Lastly, focusing our attention to the starting hypothesis (There are significant differences in mathematical thinking depending on the establishment of relationships between concepts, without it being influenced by the age and gender of the study subjects), it is accepted and is also in line with the results obtained by [
43].
In conclusion, gamification can increase both the cognitive load and the levels of performance, and generally, the students have positive beliefs with respect to the gamification strategies. This is a methodological strategy that allows creating work habits, fomenting participation and autonomy in problem-solving, promoting continuous learning, developing self-confidence and the ability to self-evaluate, promoting mathematical abilities and skills, and it could even motivate the Student’s to perform activities that seemed boring to them before [
11,
12,
25].