ISSN:
DOI:
3091-1796
Vol. 4 No. 11 PP. 112-134
Noviembre 2026
embargo, para establecer una mayor precisión sobre la magnitud de sus efectos como
la permanencia se requieren de estudios con muestras más amplias, una mayor
duración y diseños controlados.
Palabras clave: Gamificación, ecuaciones lineales, aprendizaje matemático,
rendimiento académico, motivación
ABSTRACT: Gamification has become increasingly consolidated as an educational
strategy focused on enhancing student participation, motivation, and learning.
However, its effectiveness in algebraic content, particularly linear equations, requires
a systematic assessment of the available evidence. The objective of this study was to
analyze the influence of gamification on the learning of linear equations among
secondary education students, identifying the strategies implemented and the results
obtained in terms of academic performance, mathematical understanding,
motivation, participation, and engagement. A systematic review was conducted
following the PRISMA 2020 guidelines using information repositories such as ERIC,
Redalyc, Scielo, DOAJ, and Google Scholar, covering studies published between 2016
and 2026. A total of 701 records were identified, screened, and subsequently reduced
to 10 studies that met the inclusion criteria and were used for the narrative synthesis
and critical appraisal of methodological quality. The findings revealed a favorable
trend in the use of gamification regarding academic performance and the
understanding of linear equations, as well as improvements in student motivation,
participation, and engagement. The interventions used digital platforms, rewards,
challenges, levels, continuous feedback, and cooperative activities, although some
studies combined gamification with other methodologies. Regarding methodological
strength, the evidence showed heterogeneity related to sample size, non-randomized
groups, and pre-experimental designs in some cases. Therefore, gamification
represents a promising strategy for teaching linear equations, particularly when its
elements are aligned with clear mathematical objectives. Nevertheless, further
studies with larger samples, longer interventions, and controlled designs are required
to determine the magnitude and persistence of its effects more accurately.
Keywords: Gamification, linear equations, mathematical learning, academic
performance, motivation
INTRODUCCIÓN
La educación en las matemáticas se considera un factor primordial en la formación
integral de los estudiantes, debido a su aporte en el razonamiento lógico, la capacidad
de abstracción y la resolución de problemas. En la educación secundaria, el aprendizaje
del álgebra empieza desde los procedimientos aritméticos hasta la comprensión y el uso
de representaciones simbólicas, equivalencias, ecuaciones, variables o de las diferentes
formas de representación. En la literatura actual se identifican varias dificultades en este
aspecto, como la interpretación exclusivo operacional del signo igual, utilizar letras y
números negativos, la traducción entre las representaciones con la aplicación de
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