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<journal-id journal-id-type="publisher-id">Front. Educ.</journal-id>
<journal-title>Frontiers in Education</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Educ.</abbrev-journal-title>
<issn pub-type="epub">2504-284X</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
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<article-meta>
<article-id pub-id-type="doi">10.3389/feduc.2025.1536470</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Education</subject>
<subj-group>
<subject>Systematic Review</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>Didactic strategies for conceptual understanding and motivation in university mathematics: a systematic review</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes"><name><surname>Castillo</surname> <given-names>Darwin</given-names></name><xref ref-type="aff" rid="aff1"><sup>1</sup></xref><xref ref-type="aff" rid="aff2"><sup>2</sup></xref><xref ref-type="aff" rid="aff3"><sup>3</sup></xref><xref ref-type="corresp" rid="c001"><sup>&#x002A;</sup></xref>
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<contrib contrib-type="author"><name><surname>Carri&#x00F3;n</surname> <given-names>Javier</given-names></name><xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
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<contrib contrib-type="author"><name><surname>Chamba</surname> <given-names>Cristian</given-names></name><xref ref-type="aff" rid="aff4"><sup>4</sup></xref>
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<contrib contrib-type="author"><name><surname>Jim&#x00E9;nez-Gaona</surname> <given-names>Yuliana</given-names></name>
<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
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<contrib contrib-type="author"><name><surname>Rodr&#x00ED;guez-&#x00C1;lvarez</surname> <given-names>Mar&#x00ED;a Jos&#x00E9;</given-names></name><xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
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<contrib contrib-type="author"><name><surname>Lakshminarayanan</surname> <given-names>Vasudevan</given-names></name><xref ref-type="aff" rid="aff3"><sup>3</sup></xref><xref ref-type="aff" rid="aff5"><sup>5</sup></xref>
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<aff id="aff1"><sup>1</sup><institution>Departamento de Qu&#x00ED;mica, Facultad de Ciencias Naturales y Exactas, Universidad T&#x00E9;cnica Particular de Loja</institution>, <addr-line>Loja</addr-line>, <country>Ecuador</country></aff>
<aff id="aff2"><sup>2</sup><institution>Instituto de Instrumentaci&#x00F3;n para Imagen Molecular (i3M) Universitat Polit&#x00E8;cnica de Val&#x00E8;ncia, Consejo Superior de Investigaciones Cient&#x00ED;ficas (CSIC)</institution>, <addr-line>Valencia</addr-line>, <country>Spain</country></aff>
<aff id="aff3"><sup>3</sup><institution>Theoretical and Experimental Epistemology Lab, School of Optometry and Vision Science, University of Waterloo</institution>, <addr-line>Waterloo, ON</addr-line>, <country>Canada</country></aff>
<aff id="aff4"><sup>4</sup><institution>Maestr&#x00ED;a en Educaci&#x00F3;n, Menci&#x00F3;n Ense&#x00F1;anza de la Matem&#x00E1;tica, Universidad T&#x00E9;cnica Particular de Loja</institution>, <addr-line>Loja</addr-line>, <country>Ecuador</country></aff>
<aff id="aff5"><sup>5</sup><institution>Departments of Physics, Electrical and Computer Engineering, and Systems Design Engineering, University of Waterloo</institution>, <addr-line>Waterloo, ON</addr-line>, <country>Canada</country></aff>
<author-notes>
<fn fn-type="edited-by" id="fn0001">
<p>Edited by: <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1659984/overview">Alfonso Garcia De La Vega</ext-link>, Autonomous University of Madrid, Spain</p>
</fn>
<fn fn-type="edited-by" id="fn0002">
<p>Reviewed by: <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/2425413/overview">Zhuoying Wang</ext-link>, The University of Texas at Austin, United States</p>
<p><ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/2718523/overview">Sagar Mani Neupane</ext-link>, Kathmandu University, Nepal</p>
<p><ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/3046557/overview">Natalia Ruiz L&#x00F3;pez</ext-link>, Autonomous University of Madrid, Spain</p>
</fn>
<corresp id="c001">&#x002A;Correspondence: Darwin Castillo, <email>dpcastillo@utpl.edu.ec</email></corresp>
</author-notes>
<pub-date pub-type="epub">
<day>09</day>
<month>10</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="collection">
<year>2025</year>
</pub-date>
<volume>10</volume>
<elocation-id>1536470</elocation-id>
<history>
<date date-type="received">
<day>29</day>
<month>11</month>
<year>2024</year>
</date>
<date date-type="accepted">
<day>01</day>
<month>09</month>
<year>2025</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#x00A9; 2025 Castillo, Carri&#x00F3;n, Chamba, Jim&#x00E9;nez-Gaona, Rodr&#x00ED;guez-&#x00C1;lvarez and Lakshminarayanan.</copyright-statement>
<copyright-year>2025</copyright-year>
<copyright-holder>Castillo, Carri&#x00F3;n, Chamba, Jim&#x00E9;nez-Gaona, Rodr&#x00ED;guez-&#x00C1;lvarez and Lakshminarayanan</copyright-holder>
<license xlink:href="http://creativecommons.org/licenses/by/4.0/">
<p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.</p>
</license>
</permissions>
<abstract>
<p>The conceptual understanding and motivation for learning and teaching math constitute a challenge for didactic research at all levels of education. However, it is essential in higher education levels like the university, where achieving advanced reasoning and connecting the nature of math with professional applications is important. This systematic literature review analyzes peer-reviewed research published between 2000 and 2023, focusing on didactic and instructional strategies applied that enhance comprehension and engagement in undergraduate and higher mathematics education. Following PRISMA guidelines, we get a final analysis of 30 studies where the semiotic representations and gamification strategies are considered key strategies to achieve conceptual and motivated understanding of math in the context of higher education. Semiotic methods from Duval&#x2019;s theoretical framework emphasize the coordination of symbolic, graphical, and algebraic registers to promote deep conceptual learning. As an active learning method, gamification is highly effective for enhancing student engagement and motivation, helping students overcome their apprehension toward mathematics. While most studies explored these strategies independently, this review identifies gaps in integrative approaches. It highlights the need for further research on their combined impact, especially when representational depth is aligned with motivational design. The 2000&#x2013;2023 window captures the consolidation of semiotic frameworks and the expansion of ICT and gamification in higher mathematics education.</p>
</abstract>
<kwd-group>
<kwd>teaching math</kwd>
<kwd>strategies</kwd>
<kwd>didactic</kwd>
<kwd>mathematics</kwd>
<kwd>education</kwd>
<kwd>VOSviewer</kwd>
<kwd>gamification</kwd>
<kwd>semiotic representations</kwd>
</kwd-group>
<counts>
<fig-count count="9"/>
<table-count count="3"/>
<equation-count count="0"/>
<ref-count count="90"/>
<page-count count="18"/>
<word-count count="9454"/>
</counts>
<custom-meta-wrap>
<custom-meta>
<meta-name>section-at-acceptance</meta-name>
<meta-value>Higher Education</meta-value>
</custom-meta>
</custom-meta-wrap>
</article-meta>
</front>
<body>
<sec sec-type="intro" id="sec1">
<label>1</label>
<title>Introduction</title>
<p>Mathematics, as constructed over millennia of history beginning with the earliest ancient civilizations, has been fundamental to human development. Undoubtedly, modern civilized society would be impossible without mathematics (<xref ref-type="bibr" rid="ref9002">Boyer and Merzbach, 2019</xref>).</p>
<p>In our daily lives, we use math: when we go to the store, when we buy groceries, when we go traveling, when we count the points in our games, etc. It means that math can be considered an essential element in our lives. However, when we are learning math, along the entire academic path, for many students, it is generally perceived as a complex subject with a lot of complexity to understand, and often disconnected from real-life problems and applications.</p>
<p>As Dan Meyer pointed out (<xref ref-type="bibr" rid="ref9010">Klaassen, 2023</xref>), this negative perception is often reinforced by traditional and passive instructional methods emphasizing procedural knowledge over connecting mathematical content with students&#x2019; realities and cognitive development. The challenges and difficulties with math are more visible in higher education because students are expected to perform advanced mathematical reasoning while often lacking foundational conceptual tools.</p>
<p>In this context, over the last few years, there has been continuous research focused on different strategies and innovative pedagogical methodologies to achieve a better conceptual understanding of mathematics while maintaining a sustained engagement with the students. Multiple studies indicate that middle and university level students struggle to apply mathematical knowledge to real-world contexts due to insufficient integration of innovative pedagogical strategies in classroom instruction (<xref ref-type="bibr" rid="ref9011">Str&#x00F8;mgren et al., 2014</xref>; <xref ref-type="bibr" rid="ref9003">Brozo and Crain, 2018</xref>).</p>
<p>Therefore, as <xref ref-type="bibr" rid="ref2">AlAli et al. (2023)</xref> and <xref ref-type="bibr" rid="ref74">Wardat et al. (2023)</xref> suggest, promoting the development of the students&#x2019; mathematical thinking skills through contextually meaningful and cognitively engaging strategies is fundamental. In that way, learners could develop the ability and competence to visualize and solve problems with accurate reasoning and efficiency, instead of following merely rules or procedures.</p>
<p>In higher education mathematics, students often experience difficulty connecting abstract concepts to real-world cases, which undermines persistence and confidence. Over the last two decades, research and the need to cultivate a deep understanding of math with engagement and motivation, has inspired a diverse set of strategies and innovations, including: semiotic approaches, integration of information and communication technologies (ICTs) (<xref ref-type="bibr" rid="ref28">Hoyles and Noss, 2003</xref>), immersive learning environments (<xref ref-type="bibr" rid="ref9001">Amable Vivanco-Galvan et al., 2018</xref>), STEAM-based learning (<xref ref-type="bibr" rid="ref9012">Perignat and Katz-Buonincontro, 2019</xref>; <xref ref-type="bibr" rid="ref39">Lakshminarayanan and McBride, 2015</xref>), collaborative projects, gamification (<xref ref-type="bibr" rid="ref62">Tashtoush et al., 2023</xref>; <xref ref-type="bibr" rid="ref48">Milovanovic et al., 2021</xref>; <xref ref-type="bibr" rid="ref35">Jim&#x00E9;nez-Gaona et al., 2019</xref>), virtual and augmented reality tools (<xref ref-type="bibr" rid="ref57">Rodr&#x00ED;guez, 2022</xref>; <xref ref-type="bibr" rid="ref72">Villac&#x00ED;s Mac&#x00ED;as et al., 2022</xref>), and recently the use of Artificial Intelligence (AI) based applications (<xref ref-type="bibr" rid="ref74">Wardat et al., 2023</xref>). These approaches inspire exploration, reasoning, and social interaction over the traditional frontal and procedural instruction that still predominates in many university classrooms.</p>
<p>In this sense, this systematic review focuses on exploring and identifying how these didactic strategies are deployed in university mathematics education, aiming to promote two core elements: conceptual understanding and student motivation. The methodology of this study was a systematic review of the literature; therefore, the following databases were used as sources of information: Scopus, PubMed, Web of Science, Science Direct, IEEE Xplore, and Google Scholar.</p>
<p>By examining studies from 2000 onwards under PRISMA guidelines, this review answers the following guiding question:</p>
<list list-type="bullet">
<list-item>
<p>What are the most frequently studied didactic strategies for improving conceptual understanding and student motivation in higher education mathematics?</p>
</list-item>
</list>
<p>The results and findings of this review are concentrated on two strategies: semiotic representations, which facilitate the conceptual processing of math through symbolic, graphical, and algebraic coordination (<xref ref-type="bibr" rid="ref9007">Duval, 2006</xref>); and gamification, which enhances engagement and reduces math anxiety through instructional designs based on games.</p>
<p>The structure of the paper is as follows: Section 2 presents the theoretical framework concerning teaching theory and learning theory, semiotic representations, and motivation and educational technology centered on gamification. Section 3 presents the review methodology and selection criteria. Section 4 discusses the review&#x2019;s findings and results regarding semiotic and gamification strategies. Section 5 provides conclusions, limitations, and implications for practice and future research.</p>
</sec>
<sec id="sec2">
<label>2</label>
<title>Theoretical framework</title>
<sec id="sec3">
<label>2.1</label>
<title>Teaching and learning theory</title>
<p>Learning theory (<xref ref-type="bibr" rid="ref5">Bada and Olusegun, 2015</xref>) describes how students receive, process, and retain knowledge during learning. Learning strategies encompass the thoughts and behaviors that help students acquire new information and integrate it with their existing knowledge (<xref ref-type="bibr" rid="ref76">Yip, 2012</xref>). Cognitive, emotional, and environmental influences, as well as prior experience, all play a role in how understanding, or worldview, is acquired or changed and knowledge and skills are retained (<xref ref-type="bibr" rid="ref63">te Braak et al., 2022</xref>).</p>
<p>A key teacher competency in this regard is the ability to collect information on students&#x2019; learning progress, make diagnostic inferences, and respond through an ongoing, interactive process (<xref ref-type="bibr" rid="ref14">Chapman, 2013</xref>). In particular, teachers must be able to recognize and understand students&#x2019; difficulties, infer a broad range of strengths and weaknesses, provide targeted feedback, and design appropriate tasks to foster students&#x2019; mathematical thinking (<xref ref-type="bibr" rid="ref17">Dorier and Mass, 2020</xref>).</p>
</sec>
<sec id="sec4">
<label>2.2</label>
<title>Semiotic representations in mathematics learning</title>
<p><xref ref-type="bibr" rid="ref9005">Duval (1995</xref>, <xref ref-type="bibr" rid="ref9006">1999</xref>, <xref ref-type="bibr" rid="ref9007">2006</xref>, <xref ref-type="bibr" rid="ref9008">2017)</xref> proposed the theory of semiotic representation, which enounces that the understanding and comprehension of mathematical concepts depend on the ability to coordinate and express multiple and different semiotic registers, which means the capacity to express math in various forms, such as verbal, graphical, symbolic, and tabular forms.</p>
<p>This theory is particularly significant in calculus, geometry, and algebra, where translation between registers allows for the acquisition of a deep understanding, e.g., from a function graph to its symbolic expression. Misalignment between semiotic representations is frequently linked to conceptual misunderstanding and fragmented knowledge, reinforcing the need for pedagogical strategies that explicitly design activities to develop this coordination.</p>
<p>Recent literature (<xref ref-type="bibr" rid="ref53">Pedersen et al., 2021</xref>; <xref ref-type="bibr" rid="ref12">Caligaris et al., 2019</xref>) expands Duval&#x2019;s theory by analyzing how tasks and digital environments mediate semiotic transformations. Moreover, researchers such as <xref ref-type="bibr" rid="ref11">Burgos et al. (2021)</xref> and <xref ref-type="bibr" rid="ref59">Salazar (2018)</xref> explore the ontosemiotic complexity and cognitive demands inherent in university-level math problem-solving.</p>
</sec>
<sec id="sec5">
<label>2.3</label>
<title>Motivation theories in mathematics education</title>
<p>Motivation is central to sustaining mathematical engagement and reducing anxiety, especially in abstract or cognitively demanding domains.</p>
<p><xref ref-type="bibr" rid="ref38">Keller (1987)</xref> defines four pillars: Attention, Relevance, Confidence, and Satisfaction (ARCS Model of Motivation), often reflected in gamified strategies, game-based learning, problem-based learning, and real-world math applications. Many reviewed studies link improved learning outcomes to instructional designs aligned with these dimensions (<xref ref-type="bibr" rid="ref54">Pehlivan and Arabacioglu, 2023</xref>; <xref ref-type="bibr" rid="ref15">Chapman and Rich, 2018</xref>).</p>
<p>The development of autonomy, competence, and relatedness as intrinsic motivators is called Self-Determination Theory (SDT) (<xref ref-type="bibr" rid="ref16">Deci and Ryan, 1985</xref>). Adaptive gamification environments, flipped classrooms, and collaborative models tend to fulfill these psychological needs, improving students&#x2019; perseverance and academic self-concept (<xref ref-type="bibr" rid="ref56">Rivera and Garden, 2021</xref>; <xref ref-type="bibr" rid="ref26">Hassan et al., 2021</xref>; <xref ref-type="bibr" rid="ref7">Bennani and Maalel, 2022</xref>).</p>
<p>These ideas help us see how particular teaching decisions, whether using game-like feedback, showing students their progress, or allowing them to choose how they represent their ideas, can boost motivation in university (higher education) classrooms.</p>
</sec>
<sec id="sec6">
<label>2.4</label>
<title>Gamification and educational technology</title>
<p>Gamification (<xref ref-type="bibr" rid="ref61">Sobrino-Duque et al., 2022</xref>), defined as the use of game mechanics and game elements in a non-game context, has attracted considerable attention and has been applied across a wide range of fields to motivate and engage individuals in the performance of specific tasks, activities, and the resolution of various problems (<xref ref-type="bibr" rid="ref37">Kapp, 2012</xref>).</p>
<p>The integration of digital tools in university mathematics teaching has been accelerated by increased access to educational technologies and growing recognition of their motivational affordances (<xref ref-type="bibr" rid="ref8">Bouchrika et al., 2021</xref>). In this sense, in e-learning education, gamification enriches the math learning experience, as seen in the studies from (<xref ref-type="bibr" rid="ref8">Bouchrika et al., 2021</xref>; <xref ref-type="bibr" rid="ref44">Lubis et al., 2014</xref>). Their analysis shows how gamification in math could be translated into smartphone apps to increase the effectiveness of the engagement of math students.</p>
<p>As an educational tool, gamification facilitates learning, encourages motivation, improves student engagement and lesson interactivity, and encourages students to expand their knowledge (<xref ref-type="bibr" rid="ref7">Bennani and Maalel, 2022</xref>; <xref ref-type="bibr" rid="ref6">Behl et al., 2022</xref>; <xref ref-type="bibr" rid="ref58">Sabri et al., 2022</xref>). However, effective use requires alignment with meaningful mathematical reasoning, not merely entertainment (<xref ref-type="bibr" rid="ref36">Jim&#x00E9;nez-Hern&#x00E1;ndez et al., 2020</xref>; <xref ref-type="bibr" rid="ref21">Faghihi et al., 2014</xref>).</p>
</sec>
</sec>
<sec sec-type="materials|methods" id="sec7">
<label>3</label>
<title>Materials and methods</title>
<p>This systematic review identifies didactic strategies in university mathematics education that specifically foster conceptual understanding and engagement motivation. The search strategy was guided by Preferred Reporting Items for Systematic Reviews (PRISMA 2020) criteria (<xref ref-type="bibr" rid="ref52">Page et al., 2021</xref>) and based on the methodologies proposed by <xref ref-type="bibr" rid="ref65">Torres-Carrion et al. (2018)</xref> and <xref ref-type="bibr" rid="ref9009">Kitchenham (2004)</xref>.</p>
<sec id="sec8">
<label>3.1</label>
<title>Search term framework</title>
<p>The conceptual framework used in this work allows us to focus and restrict the subject to didactic strategies for teaching mathematics. The method proposed by (Vicente <xref ref-type="bibr" rid="ref65">Torres-Carrion et al., 2018</xref>), called &#x201C;<italic>conceptual mindfact</italic>&#x201D; (mentefacto conceptual), helped to organize the scientific thesaurus keywords for the research topic (<xref ref-type="fig" rid="fig1">Figure 1</xref>).</p>
<fig position="float" id="fig1">
<label>Figure 1</label>
<caption>
<p>Conceptual mindfact (<italic>mentefacto conceptual</italic>) identifies keywords for a systematic literature search in scientific databases.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g001.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Flowchart illustrating teaching strategies in math. It includes layers: teaching approach, method, and technique leading to &#x201C;Teaching strategies math.&#x201D; Connections to mathematics teaching and not with psychology/engineering are shown. The bottom layer includes relating, cooperating, experiencing, applying, and transferring.</alt-text>
</graphic>
</fig>
</sec>
<sec id="sec9">
<label>3.2</label>
<title>Conducting the review</title>
<p>Once the keywords concerning the research theme are identified, the next step is to organize a semantic search structure that allows us to get the documents for the review analysis. <xref ref-type="table" rid="tab1">Table 1</xref> presents the semantic search structure (<xref ref-type="bibr" rid="ref65">Torres-Carrion et al., 2018</xref>), such as entering specific search literature (documents) in scientific databases.</p>
<table-wrap position="float" id="tab1">
<label>Table 1</label>
<caption>
<p>Keywords used in the search for global semantic structures.</p>
</caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th align="left" valign="top">Teaching</th>
<th align="left" valign="top">((teaching AND (approach AND method AND technique)) AND strateg&#x002A; AND higher education)</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" valign="top">Mathematics</td>
<td align="left" valign="top">(((math&#x002A;) AND (relating OR cooperating OR experiencing OR applying OR transferring)) OR mathematics AND teaching OR didactics AND of AND mathematics OR didactics AND of AND mathematics OR teaching AND mathematics OR calculus AND teaching OR algebra AND teaching))</td>
</tr>
<tr>
<td align="left" valign="top">Strategy</td>
<td align="left" valign="top">(Relating AND Cooperating AND Experiencing AND Applying AND Transferring)</td>
</tr>
<tr>
<td align="left" valign="top">Key words for semantic structure search in database</td>
<td align="left" valign="top">TITLE-ABS-KEY (((teaching AND (approach AND method AND technique)) AND strateg&#x002A;) AND (((math&#x002A;) AND (relating OR cooperating OR experiencing OR applying OR transfering)) OR mathematics AND teaching OR didactics AND of AND mathematics OR teaching AND mathematics OR calculus AND teaching OR algebra AND teaching)) AND PUBYEAR &#x003E; 1999 AND PUBYEAR &#x003C; 2024 AND higher education or university</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<p>The symbol (&#x002A;) represents a wildcard to help search for a word with multiple spelling variations.</p>
</table-wrap-foot>
</table-wrap>
<p>The first level represents the teaching search; the second corresponds to the keyword Mathematics. The third level is relevant for applying the strategy for analyzing scientific documents. The fourth level is the search for global semantic structure.</p>
</sec>
<sec id="sec10">
<label>3.3</label>
<title>PRISMA</title>
<sec id="sec11">
<label>3.3.1</label>
<title>Identification and screening</title>
<p>The global semantic structure (see <xref ref-type="table" rid="tab1">Table 1</xref>) used allows us to identify 525 documents through a worldwide search, especially on Scopus and Google Scholar (427 documents) and Web of Science (WoS) (98 documents).</p>
</sec>
<sec id="sec12">
<label>3.3.2</label>
<title>Eligibility and inclusion</title>
<p>Inclusion criteria:</p>
<list list-type="order">
<list-item>
<p>Studies focused on university/high-level mathematics education, or with extrapolable implications for the higher-education context.</p>
</list-item>
<list-item>
<p>Studies that implement didactic strategies with measured outcomes in conceptual understanding/comprehension, and/or motivation/engagement.</p>
</list-item>
<list-item>
<p>Studies concerning didactic strategies (e.g., gamification, semiotic representations, ICT-enhancing teaching, and cooperation).</p>
</list-item>
</list>
<p>Exclusion criteria:</p>
<list list-type="order">
<list-item>
<p>Studies that are not peer-reviewed</p>
</list-item>
<list-item>
<p>Theoretical studies without any didactic application.</p>
</list-item>
<list-item>
<p>Studies without a connection to mathematical reasoning, comprehension, or motivation for learning.</p>
</list-item>
<list-item>
<p>Studies centered on non-university educational levels, unless they offer explicit, extrapolatable implications for higher-education contexts.</p>
</list-item>
<list-item>
<p>Studies related to engineering or psychological strategies</p>
</list-item>
</list>
</sec>
<sec id="sec13">
<label>3.3.3</label>
<title>Study selection and reason for exclusion</title>
<p>From 525 records, 160 duplicates were removed; 365 were screened by title/abstracts, and 255 were excluded for document type or out of scope. A total of 110 full texts were assessed, and 80 were excluded for the following reasons: (R1) no higher education context or non-extrapolable (<italic>n</italic>&#x202F;=&#x202F;43), (R2) no target outcomes in conceptual/motivation (<italic>n</italic>&#x202F;=&#x202F;16), (R3) purely theoretical/no didactic application (<italic>n</italic>&#x202F;=&#x202F;12), (R4) non-math-education focus (<italic>n</italic>&#x202F;=&#x202F;9). A total of 30 studies were included for synthesis, focused on strategies based on conceptual understanding of math and enhancing the motivation to learn it in university/higher education mathematics contexts (<xref ref-type="fig" rid="fig2">Figure 2</xref>).</p>
<fig position="float" id="fig2">
<label>Figure 2</label>
<caption>
<p>Preferred reporting items for systematic reviews (PRISMA) flow diagram (<xref ref-type="bibr" rid="ref49">Moher et al., 2009</xref>; <xref ref-type="bibr" rid="ref30">Hutton et al., 2016</xref>). Reasons for full-text exclusion: R1&#x202F;=&#x202F;no higher Education context or not extrapolable (<italic>n</italic>&#x202F;=&#x202F;43); R2&#x202F;=&#x202F;no target outcomes in conceptual/motivation (<italic>n</italic>&#x202F;=&#x202F;16); R3&#x202F;=&#x202F;theoretical/no didactic implementation (<italic>n</italic>&#x202F;=&#x202F;12); R4&#x202F;=&#x202F;non-math-education focus (<italic>n</italic>&#x202F;=&#x202F;9).</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g002.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Flowchart detailing study identification via databases. Records from Scopus, Google Scholar (427), and Web of Science (98). After removing duplicates (160), 365 records screened, 255 excluded. Eligibility assessed for 110 reports. After exclusions (43, 16, 12, 9 for various reasons), 30 studies included.</alt-text>
</graphic>
</fig>
</sec>
</sec>
<sec id="sec14">
<label>3.4</label>
<title>Maps in VOSviewer</title>
<p>VOS viewer (<xref ref-type="bibr" rid="ref67">Van Eck and Waltman, 2010</xref>) is a software tool at the Leiden University Center for Science and Technology Studies designed for building and visualizing bibliometric networks. These networks can be built based on citations, bibliographic linkage, co-citation, or co-authorship relationships, including journals, researchers, or individual publications.</p>
<p>Several studies show the application of the VOSviewer in different fields, such as economy (<xref ref-type="bibr" rid="ref55">Perianes-Rodriguez et al., 2016</xref>; <xref ref-type="bibr" rid="ref31">Iliescu, 2021</xref>), engineering and computer science (<xref ref-type="bibr" rid="ref13">Castillo et al., 2021</xref>; <xref ref-type="bibr" rid="ref73">Wang et al., 2022</xref>), and, of course, also in math education research (<xref ref-type="bibr" rid="ref18">Ersozlu and Karakus, 2019</xref>; <xref ref-type="bibr" rid="ref71">Verma et al., 2021</xref>; <xref ref-type="bibr" rid="ref25">Hanif Batubara et al., 2022</xref>; <xref ref-type="bibr" rid="ref70">Veith et al., 2023</xref>).</p>
<p>We used VOSviewer software version 1.6.15 for analysis to construct and display bibliometric maps. The data for this objective were obtained from Scopus due to its coverage of a broader range of journals.</p>
</sec>
<sec id="sec15">
<label>3.5</label>
<title>Clustering</title>
<p>For structure visualization, we one-hot encoded four categorical features per study: didactic strategies, education level (School/Secondary/University), outcome categories (Motivation; Conceptual; Both; Other), and instrument category (e.g., questionnaire/test/task-analysis). PCA was applied to reduce dimensionality to 2D, and K-means (<italic>k</italic>&#x202F;=&#x202F;3) was run to identify profiles.</p>
</sec>
</sec>
<sec sec-type="results" id="sec16">
<label>4</label>
<title>Results and discussion</title>
<sec id="sec17">
<label>4.1</label>
<title>Publication evolution</title>
<p>The global semantic structure search (<xref ref-type="table" rid="tab1">Table 1</xref>) found 525 documents of different types (articles, presentations, and reviews) from 2001 to December 1, 2023. <xref ref-type="fig" rid="fig3">Figure 3</xref> shows the number of publications and their evolution in this period.</p>
<fig position="float" id="fig3">
<label>Figure 3</label>
<caption>
<p>Evolution of publications during the last two decades. We can see that there has been an increase in the trend of research in math education since 2015.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g003.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Line graph titled "Publication Trend Over Time" showing the number of publications increasing from 2000 to 2020. There is a gradual rise until 2016, followed by a sharp increase to 2020, with a dip around 2017.</alt-text>
</graphic>
</fig>
</sec>
<sec id="sec18">
<label>4.2</label>
<title>Keywords and citations</title>
<p>Regarding the keywords and related publications, <xref ref-type="fig" rid="fig4">Figures 4</xref>, <xref ref-type="fig" rid="fig5">5</xref> present the map of the network of publications about the citations and keywords, respectively. Both of them were designated in VOSviewer with the database from Scopus. In the map, the density of the yellow color in each keyword indicates the number of repetitions in the total number of scientific documents. The most used keywords are mathematics education, students, and teaching.</p>
<fig position="float" id="fig4">
<label>Figure 4</label>
<caption>
<p>Network of publications related to keywords in global semantic search. In this figure, it can be seen That the words &#x201C;teaching,&#x201D; &#x201C;student,&#x201D; and &#x201C;mathematics education&#x201D; are the most used.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g004.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Heatmap showing clusters of educational topics with varying intensity levels. Key terms include "teaching," "students," "mathematics education," "optimization," and "e-learning," with brighter areas indicating higher relevance or concentration.</alt-text>
</graphic>
</fig>
<fig position="float" id="fig5">
<label>Figure 5</label>
<caption>
<p>Citation map between documents. This figure shows that the most cited author is Duval regarding semiotic representations. The color scale (violet to yellow) indicates the number of citations per document, and the points&#x2019; diameter shows the normalization of citations, according to <xref ref-type="bibr" rid="ref68">Van Eck and Waltman (2011</xref>, <xref ref-type="bibr" rid="ref69">2014)</xref>. The purple dots are the authors with <italic>fewer</italic> than 10 citations, and the yellow dots are those with more than 60 citations.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g005.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Visualization of co-authorship network, highlighting connections between authors with central node "duval r. (2006)" in yellow. Various nodes in purple and green represent different authors, connected by lines indicating collaboration. A color gradient legend shows the number of co-authorships, from blue (low) to yellow (high). Created using VOSviewer.</alt-text>
</graphic>
</fig>
</sec>
<sec id="sec19">
<label>4.3</label>
<title>Didactic strategies</title>
<p><xref ref-type="table" rid="tab2">Table 2</xref> describes the scientific documents related to our research topic in this project. <xref ref-type="fig" rid="fig6">Figure 6</xref> shows the distribution of the documents analyzed in this review, (a) by level of education and (b) by country.</p>
<table-wrap position="float" id="tab2">
<label>Table 2</label>
<caption>
<p>Documents of the systematic review related to the research topic and their findings.</p>
</caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th align="left" valign="top">No.</th>
<th align="left" valign="top">Author/reference</th>
<th align="left" valign="top">Strategies</th>
<th align="left" valign="top">Mini abstract</th>
<th align="left" valign="top">Variable</th>
<th align="left" valign="top">Education level</th>
<th align="center" valign="top">Participants</th>
<th align="center" valign="top">Age</th>
<th align="left" valign="top">Country</th>
<th align="left" valign="top">Instruments</th>
<th align="left" valign="top">Outcome category</th>
<th align="center" valign="top">Cluster</th>
<th align="center" valign="top">PCA1</th>
<th align="center" valign="top">PCA2</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" valign="middle">1</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref22">Finck Brandt et al. (2015)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">This study explores the challenges and opportunities in teaching equations during the transition from high school to higher education, focusing on students&#x2019; difficulties with finding roots of first or second-degree equations.</td>
<td align="left" valign="middle">Experience rating, Knowledge</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">18</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Brazil</td>
<td align="left" valign="middle">Questionnaire Interview</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">0.727</td>
<td align="center" valign="middle">&#x2212;0.53</td>
</tr>
<tr>
<td align="left" valign="middle">2</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref59">Salazar (2018)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">It highlights the importance of dynamic representation environments in teaching geometry based on Duval&#x2019;s theory and Peirce&#x2019;s semiotics.</td>
<td align="left" valign="middle">Representation environments<break/>Cognitive<break/>Impact on teaching and learning processes</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Peru</td>
<td align="left" valign="middle">Register analysis<break/>specialized software</td>
<td align="left" valign="middle">Both</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">0.7717</td>
<td align="center" valign="middle">0.424</td>
</tr>
<tr>
<td align="left" valign="middle">3</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref4">Ariza (2009)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">The interplay between interpretation, meaning, and mathematical objects is examined, emphasizing the role of conceptual construction and visualization in understanding algebraic structures and mathematical events.</td>
<td align="left" valign="middle">Influence: Mathematical Interpretation</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Mexico</td>
<td align="left" valign="middle">Text analysis</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">0.727</td>
<td align="center" valign="middle">&#x2212;0.53</td>
</tr>
<tr>
<td align="left" valign="middle">4</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref61">Sobrino-Duque et al. (2022)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Examines the impact of an automated, card-based gamification strategy on learning Jakob Nielsen&#x2019;s usability rules</td>
<td align="left" valign="middle">Learning</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">55</td>
<td align="center" valign="middle">20&#x2013;21&#x202F;years</td>
<td align="left" valign="middle">Spain</td>
<td align="left" valign="middle">Experimental design<break/>Survey</td>
<td align="left" valign="middle">Both</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.489</td>
<td align="center" valign="middle">0.45</td>
</tr>
<tr>
<td align="left" valign="middle">5</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref7">Bennani and Maalel (2022)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Adaptive gamification boosts student engagement and learning outcomes through tailored game elements.</td>
<td align="left" valign="middle">Literature Review and Future Challenges&#x201D;</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Tunisia</td>
<td align="left" valign="middle">Literature review<break/>Data collection</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.534</td>
<td align="center" valign="middle">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="middle">6</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref58">Sabri et al. (2022)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Gamification enhances online education, boosting students&#x2019; motivation and effectiveness through innovative conceptual models.</td>
<td align="left" valign="middle">Motivation academic</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">97</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Morocco</td>
<td align="left" valign="middle">Games in learning<break/>Questionary</td>
<td align="left" valign="middle">Motivation</td>
<td align="center" valign="middle">2</td>
<td align="center" valign="middle">&#x2212;0.757</td>
<td align="center" valign="middle">0.758</td>
</tr>
<tr>
<td align="left" valign="middle">7</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref9013">Rincon-Flores et al. (2023)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">his research aimed primarily to assess the change in attitude toward mathematics in high school students through a gamified methodology involving a reward system managed through a web platform called Gamit!</td>
<td align="left" valign="middle">E-learning technology</td>
<td align="left" valign="middle">Secondary University</td>
<td align="center" valign="middle">454</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Mexico</td>
<td align="left" valign="middle">Gamification<break/>ICT<break/>Performance</td>
<td align="left" valign="middle">Both</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.489</td>
<td align="center" valign="middle">0.45</td>
</tr>
<tr>
<td align="left" valign="middle">8</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref15">Chapman and Rich (2018)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">The impact of educational gamification on student motivation and learning outcomes, finding that gamified courses are more motivating than traditional ones, with elements like progress tracking and feedback being particularly effective.</td>
<td align="left" valign="middle">Gamified<break/>interface</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">United States</td>
<td align="left" valign="middle">Pre/post-tests, questionnaire</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.534</td>
<td align="center" valign="middle">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="middle">9</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref56">Rivera and Garden (2021)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Use of gamification in higher education to increase student motivation and engagement.</td>
<td align="left" valign="middle">Student motivation</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">United Kingdom</td>
<td align="left" valign="middle">Implementation of gamification<break/>Theory of Gamified Learning de Landers</td>
<td align="left" valign="middle">Motivation</td>
<td align="center" valign="middle">2</td>
<td align="center" valign="middle">&#x2212;0.757</td>
<td align="center" valign="middle">0.758</td>
</tr>
<tr>
<td align="left" valign="middle">10</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref66">Uzun and Arslan (2009)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">Examines the semiotic representation skills of future primary school teachers in mathematics, focusing on how students use and transform different representations for the same concept.</td>
<td align="left" valign="middle">Perception</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">28</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Turkey</td>
<td align="left" valign="middle">Studies activities<break/>Evaluation</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">0.727</td>
<td align="center" valign="middle">&#x2212;0.53</td>
</tr>
<tr>
<td align="left" valign="middle">11</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref12">Caligaris et al. (2019)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">It examines the communication competence of first-year students in mathematics, focusing on natural, graphic, and symbolic registers.</td>
<td align="left" valign="middle">Representations</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Argentina</td>
<td align="left" valign="middle">Data collection<break/>Questionary</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">0.727</td>
<td align="center" valign="middle">&#x2212;0.53</td>
</tr>
<tr>
<td align="left" valign="middle">12</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref40">Ledesma (2011)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">Examines how engineering students use representation registers in solving Calculus problems, exploring challenges, simulations, and teaching strategies.</td>
<td align="left" valign="middle">Understanding</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">M&#x00E9;xico</td>
<td align="left" valign="middle">Use simulations<break/>Questionary</td>
<td align="left" valign="middle">Conceptual<break/>Understanding</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">1.1351</td>
<td align="center" valign="middle">0.569</td>
</tr>
<tr>
<td align="left" valign="middle">13</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref11">Burgos et al. (2021)</xref>
</td>
<td align="left" valign="middle">Semiotic representations</td>
<td align="left" valign="middle">Analyzes the onto semiotic complexity of the definite integral in calculus instruction.</td>
<td align="left" valign="middle">Conceptual understanding in calculus</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">Spain</td>
<td align="left" valign="middle">Investigative methodological tools</td>
<td align="left" valign="middle">Conceptual<break/>Understanding</td>
<td align="center" valign="middle">0</td>
<td align="center" valign="middle">1.1351</td>
<td align="center" valign="middle">0.569</td>
</tr>
<tr>
<td align="left" valign="middle">14</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref8">Bouchrika et al. (2021)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Reveals positive impact on student engagement and motivation through gamified question platform, fostering interaction and adoption of e-learning technologies.</td>
<td align="left" valign="middle">Motivation</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">899</td>
<td align="center" valign="middle">18&#x2013;26</td>
<td align="left" valign="middle">Argelia</td>
<td align="left" valign="middle">e-Learning technology<break/>Questionary</td>
<td align="left" valign="middle">Motivation</td>
<td align="center" valign="middle">2</td>
<td align="center" valign="middle">&#x2212;0.757</td>
<td align="center" valign="middle">0.758</td>
</tr>
<tr>
<td align="left" valign="middle">15</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref26">Hassan et al. (2021)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Challenges in engaging students with diverse learning styles in e-learning and proposes adaptive gamification to enhance motivation and reduce dropout rates.</td>
<td align="left" valign="middle">Interactions</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">200</td>
<td align="center" valign="middle">22&#x2013;28</td>
<td align="left" valign="middle">Pakistan</td>
<td align="left" valign="middle">Adaptative gamification<break/>Questionary</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.534</td>
<td align="center" valign="middle">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="middle">16</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref20">Faghihi et al. (2017)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Gamification is used to make learning algebra, especially the quadratic formula, fun and effective, through entertainment software that reduces stress and improves understanding.</td>
<td align="left" valign="middle">Software interactivity</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">15</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">United States</td>
<td align="left" valign="middle">Gamification techniques<break/>Software Flunky Math Mayhem</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.534</td>
<td align="center" valign="middle">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="middle">17</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref21">Faghihi et al. (2014)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">Impact of gamification in college algebra education, show success in improving student performance and math concept retention through interactive gaming elements.</td>
<td align="left" valign="middle">Interactive gaming</td>
<td align="left" valign="middle">University</td>
<td align="center" valign="middle">30</td>
<td align="center" valign="middle">&#x2013;</td>
<td align="left" valign="middle">United States</td>
<td align="left" valign="middle">Tutoring Software Math Dungeon</td>
<td align="left" valign="middle">Other</td>
<td align="center" valign="middle">1</td>
<td align="center" valign="middle">&#x2212;0.534</td>
<td align="center" valign="middle">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="middle">18</td>
<td align="left" valign="middle">
<xref ref-type="bibr" rid="ref23">Hafzah et al. (2019)</xref>
</td>
<td align="left" valign="middle">Gamification</td>
<td align="left" valign="middle">The development of a gamification linear algebra application using storytelling to engage students in learning mathematics.</td>
<td align="left" valign="top">Player Flow Concept</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">30</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">Malasia</td>
<td align="left" valign="top">Three-Stage Thinking Model<break/>Questionary</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">1</td>
<td align="center" valign="top">&#x2212;0.534</td>
<td align="center" valign="top">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="top">19</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref36">Jim&#x00E9;nez-Hern&#x00E1;ndez et al. (2020)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Introduces MiniBool, a web-based tool designed to support the learning of Boolean algebra in a blended learning setting, showing positive effects on student motivation and academic performance.</td>
<td align="left" valign="top">Student performance</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">54</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">Mexico</td>
<td align="left" valign="top">Face to face learning<break/>Software minibool</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">1</td>
<td align="center" valign="top">&#x2212;0.534</td>
<td align="center" valign="top">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="top">20</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref44">Lubis et al. (2014)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Improves user engagement in learning applications, such as Math Workout Series on smartphones, through game design elements and mechanics.</td>
<td align="left" valign="top">User interaction</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">-</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">Indonesia</td>
<td align="left" valign="top">Game activities<break/>Evaluation</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">1</td>
<td align="center" valign="top">&#x2212;0.534</td>
<td align="center" valign="top">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="top">21</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref60">Saleem et al. (2022)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Examines the use of gamification in online education, focusing on its benefits and challenges.</td>
<td align="left" valign="top">Impact on educational processes</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">120</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">Turkey</td>
<td align="left" valign="top">Quantitative and qualitative methods<break/>Questionary and interview</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">1</td>
<td align="center" valign="top">&#x2212;0.534</td>
<td align="center" valign="top">&#x2212;0.51</td>
</tr>
<tr>
<td align="left" valign="top">22</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref53">Pedersen et al. (2021)</xref>
</td>
<td align="left" valign="top">Digital tasks, semiotics</td>
<td align="left" valign="top">Explores how digital tasks foster use of semiotic registers in university math.</td>
<td align="left" valign="top">Conceptual understanding</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">&#x2013;</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">USA/Norway</td>
<td align="left" valign="top">Task analysis</td>
<td align="left" valign="top">Conceptual<break/>Understanding</td>
<td align="center" valign="top">0</td>
<td align="center" valign="top">1.1351</td>
<td align="center" valign="top">0.569</td>
</tr>
<tr>
<td align="left" valign="top">23</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref54">Pehlivan and Arabacioglu (2023)</xref>
</td>
<td align="left" valign="top">Flipped + Gamification</td>
<td align="left" valign="top">Quasi-experimental study in higher ed. Increased motivation and math performance.</td>
<td align="left" valign="top">Motivation, achievement</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">&#x2013;</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">Turkey</td>
<td align="left" valign="top">Pre/post-tests, questionnaire</td>
<td align="left" valign="top">Motivation</td>
<td align="center" valign="top">2</td>
<td align="center" valign="top">&#x2212;0.757</td>
<td align="center" valign="top">0.758</td>
</tr>
<tr>
<td align="left" valign="top">24</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref9007">Duval (2006)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Proposes the theoretical framework of semiotic representation registers to support mathematical understanding.</td>
<td align="left" valign="top">Cognitive structure, register coordination</td>
<td align="left" valign="top">Secondary</td>
<td align="center" valign="top">&#x2013;</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">France</td>
<td align="left" valign="top">Literature analysis</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">0</td>
<td align="center" valign="top">0.727</td>
<td align="center" valign="top">&#x2212;0.53</td>
</tr>
<tr>
<td align="left" valign="top">25</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref77">Zabala-Vargas et al. (2022)</xref>
</td>
<td align="left" valign="top">Game-Based Learning (ARCS Model)</td>
<td align="left" valign="top">Uses game-based learning strategies framed within the ARCS model to promote deep learning in engineering math.</td>
<td align="left" valign="top">Engagement, deep learning</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">&#x2013;</td>
<td align="center" valign="top">&#x2013;</td>
<td align="left" valign="top">Latin America</td>
<td align="left" valign="top">ARCS model evaluation</td>
<td align="left" valign="top">Motivation</td>
<td align="center" valign="top">2</td>
<td align="center" valign="top">&#x2212;0.757</td>
<td align="center" valign="top">0.758</td>
</tr>
<tr>
<td align="left" valign="top">26</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref45">Maarif et al. (2018)</xref>
</td>
<td align="left" valign="top">Learning theories</td>
<td align="left" valign="top">The use of Cabri II software as a tool for learning and improving geometry skills in virtual classes, advantages and disadvantages are explored.</td>
<td align="left" valign="top">Geometry skills, Academic performance, Student participation</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">32</td>
<td align="center" valign="top">19&#x2013;22</td>
<td align="left" valign="top">Indonesia</td>
<td align="left" valign="top">Usage and data collection through Cabri II software<break/>Test</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">1</td>
<td align="center" valign="top">0.1187</td>
<td align="center" valign="top">&#x2212;0.73</td>
</tr>
<tr>
<td align="left" valign="top">27</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref9004">Chinna and Sunkesula (2023)</xref>
</td>
<td align="left" valign="top">Learning theories</td>
<td align="left" valign="top">Evaluate the Jigsaw Cooperative Learning in enhancing basic numeracy among sixth graders, addressing the decline in literacy and numeracy skills.</td>
<td align="left" valign="top">Foundational numeracy skills</td>
<td align="left" valign="top">Secondary school/extrapolable</td>
<td align="center" valign="top">60</td>
<td align="center" valign="top">12</td>
<td align="left" valign="top">India</td>
<td align="left" valign="top">Jigsaw Method of Cooperative Learning.<break/>Oral and written tests</td>
<td align="left" valign="top">Other</td>
<td align="center" valign="top">1</td>
<td align="center" valign="top">0.1187</td>
<td align="center" valign="top">&#x2212;0.73</td>
</tr>
<tr>
<td align="left" valign="top">28</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref64">Temple and Doerr (2012)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Developing fluency in the mathematical register through conversation in a tenth-grade classroom</td>
<td align="left" valign="top">Conceptual understanding</td>
<td align="left" valign="top">Secondary school/extrapolable</td>
<td align="center" valign="top">24</td>
<td/>
<td align="left" valign="top">Rumania</td>
<td/>
<td align="left" valign="top">Conceptual<break/>Understanding</td>
<td align="center" valign="top">0</td>
<td align="center" valign="top">1.1351</td>
<td align="center" valign="top">0.569</td>
</tr>
<tr>
<td align="left" valign="top">29</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref47">Mildenhall and Sherriff (2018)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Using multimodal learning experiences can be effective in teaching mathematics. Using a social semiotic lens within a participationist framework, this paper reports on a professional learning collaboration with a primary school teacher designed to explore the use of metaphors and modalities in mathematics instruction.</td>
<td align="left" valign="top">Understanding, Participation</td>
<td align="left" valign="top">School/extrapolable</td>
<td align="center" valign="top">6</td>
<td/>
<td align="left" valign="top">Australia</td>
<td align="left" valign="top">Metaphors and Semiotic representations</td>
<td align="left" valign="top">Conceptual<break/>Understanding</td>
<td align="center" valign="top">0</td>
<td align="center" valign="top">1.1351</td>
<td align="center" valign="top">0.569</td>
</tr>
<tr>
<td align="left" valign="top">30</td>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref41">Lee et al. (2023)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td/>
<td align="left" valign="top">Engagement<break/>Learning Outcomes</td>
<td align="left" valign="top">University</td>
<td align="center" valign="top">218</td>
<td align="center" valign="top">18&#x2013;24</td>
<td align="left" valign="top">South Corea</td>
<td align="left" valign="top">Digital twin technology</td>
<td align="left" valign="top">Motivation</td>
<td align="center" valign="top">2</td>
<td align="center" valign="top">&#x2212;0.757</td>
<td align="center" valign="top">0.758</td>
</tr>
</tbody>
</table>
</table-wrap>
<fig position="float" id="fig6">
<label>Figure 6</label>
<caption>
<p>The distribution of the documents analyzed in this review is <bold>(a)</bold> by level of education, and <bold>(b)</bold> by country.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g006.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Bar charts depicting educational level and country focus in reviewed studies. Chart (a) shows universities at 86.7%, secondary education at 10%, and schools at 3.3%. Chart (b) displays top countries: United States and Turkey at 16.7% each, followed by Indonesia, Mexico, Spain, and Algeria at 11.1%, and Brazil, Australia, Romania, and India at 5.6%.</alt-text>
</graphic>
</fig>
<p>According to <xref ref-type="table" rid="tab2">Table 2</xref> and through the analysis of the documents, we can see in <xref ref-type="fig" rid="fig7">Figure 7</xref> that <italic>gamification</italic> (56.7%), <italic>semiotic representations</italic> (36.7%), and <italic>learning theories</italic> (6.7%) are the strategies most applied to improve or research math learning at the university level. These findings reflect that the research trends favoring motivational and interactive approaches in higher education math have evolved over the last two decades.</p>
<fig position="float" id="fig7">
<label>Figure 7</label>
<caption>
<p>Percentage distribution of didactic strategies identified in this project of university-level mathematics education studies. Gamification is the most prevalent strategy (56.7%), followed by semiotic representations (36.7%) and learning theories (6.7%).</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g007.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Bar chart titled "Percentage of Didactic Strategies in Reviewed Studies" compares three strategy categories. Learning theories account for 6.7%, semiotic representations 36.7%, and gamification 56.7% of the studies.</alt-text>
</graphic>
</fig>
</sec>
<sec id="sec20">
<label>4.4</label>
<title>Matrix correlation and clustering</title>
<p>A cross-analysis of the didactic strategies and their associated learning outcomes is presented in <xref ref-type="fig" rid="fig8">Figure 8</xref> and <xref ref-type="table" rid="tab3">Table 3</xref>. It is seen that Gamification is associated with motivation principally; semiotic representations with conceptual understanding, and learning theories are related to other outcomes due to their theoretical focus.</p>
<fig position="float" id="fig8">
<label>Figure 8</label>
<caption>
<p>Matrix correlation of didactic strategies and learning outcomes identified in the review studies. It is seen that gamification is strongly associated with motivational outcomes; semiotic representations are linked to conceptual understanding. A limited number of studies simultaneously address (3) both cognitive and affective domains, highlighting a gap in integrative pedagogical approaches.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g008.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Heatmap titled "Didactic Strategies vs. Learning Outcomes" shows three strategies&#x2014;Gamification, Learning theories, and Semiotic representations&#x2014;against outcome categories: Both, Conceptual Understanding, Motivation, and Other. Color intensity indicates values, with a scale from 0 to 8 on the right. Key values include 9 for Gamification and Other, and 5 for Semiotic representations and Conceptual Understanding.</alt-text>
</graphic>
</fig>
<table-wrap position="float" id="tab3">
<label>Table 3</label>
<caption>
<p>Studies by strategy and outcomes concerning the matrix correlation of didactic strategies and learning outcomes identified in the review studies.</p>
</caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th align="left" valign="top">Author/reference</th>
<th align="left" valign="top">Strategies</th>
<th align="left" valign="top">Outcome Category</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref61">Sobrino-Duque et al. (2022)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Both</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref9013">Rincon-Flores et al. (2023)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Both</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref58">Sabri et al. (2022)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Motivation</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref56">Rivera and Garden (2021)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Motivation</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref8">Bouchrika et al. (2021)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Motivation</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref54">Pehlivan and Arabacioglu (2023)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Motivation</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref77">Zabala-Vargas et al. (2022)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Motivation</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref41">Lee et al. (2023)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Motivation</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref7">Bennani and Maalel (2022)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref15">Chapman and Rich (2018)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref26">Hassan et al. (2021)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref20">Faghihi et al. (2017)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref21">Faghihi et al. (2014)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref23">Hafzah et al. (2019)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref36">Jim&#x00E9;nez-Hern&#x00E1;ndez et al. (2020)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref44">Lubis et al. (2014)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref60">Saleem et al. (2022)</xref>
</td>
<td align="left" valign="top">Gamification</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref45">Maarif et al. (2018)</xref>
</td>
<td align="left" valign="top">Learning theories</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref9004">Chinna and Sunkesula (2023)</xref>
</td>
<td align="left" valign="top">Learning theories</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref59">Salazar (2018)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Both</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref40">Ledesma (2011)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Conceptual Understanding</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref11">Burgos et al. (2021)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Conceptual Understanding</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref53">Pedersen et al. (2021)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Conceptual Understanding</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref64">Temple and Doerr (2012)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Conceptual Understanding</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref47">Mildenhall and Sherriff (2018)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Conceptual Understanding</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref22">Finck Brandt et al. (2015)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref4">Ariza (2009)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref66">Uzun and Arslan (2009)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref12">Caligaris et al. (2019)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Other</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref9007">Duval (2006)</xref>
</td>
<td align="left" valign="top">Semiotic representations</td>
<td align="left" valign="top">Other</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec id="sec21">
<label>4.5</label>
<title>Discussion</title>
<p>This review sets out to identify the didactic strategies that promote conceptual understanding and student motivation in higher/university mathematics teaching. In this sense, the analysis of the 30 studies guides the answer to the research question, showing that there are two families of strategies dominating in their intended outcomes: (i) <italic>gamification</italic> for motivational engagement, and (ii) <italic>semiotic representations</italic> for conceptual learning (see <xref ref-type="fig" rid="fig6">Figures 6a</xref>, <xref ref-type="fig" rid="fig7">7</xref>, <xref ref-type="fig" rid="fig8">8</xref>).</p>
<sec id="sec22">
<label>4.5.1</label>
<title>Quantitative evidence</title>
<p>Across the analysis of the studies included, gamification is the most prevalent strategy (56.7%), followed by semiotic representations (36.7%), and learning theories (6.7%) (See <xref ref-type="fig" rid="fig6">Figures 6a</xref>, <xref ref-type="fig" rid="fig7">7</xref>).</p>
<p>Concerning the learning outcomes and the didactic strategies, it is seen in the strategy-outcomes matrix (see <xref ref-type="fig" rid="fig8">Figure 8</xref>; <xref ref-type="table" rid="tab3">Table 3</xref>) that the gamification studies report the motivation/engagement outcomes, while the semiotic representations studies are associated with the conceptual understanding. Only 10% of the studies (3) report outcomes in both domains, underscoring in that way, a narrow intersection between cognitive depth and affective engagement in current practice.</p>
<p>In <xref ref-type="fig" rid="fig9">Figures 9</xref>, a clustering analysis using Principal Component Analysis (PCA)&#x202F;+&#x202F;K-means (<italic>k</italic>&#x202F;=&#x202F;3) is presented, where it is possible to appreciate the formation of three stable clusters through the analysis of four variables: didactic strategy, education level, outcome category, and instruments.</p>
<fig position="float" id="fig9">
<label>Figure 9</label>
<caption>
<p>Cluster profiles (k&#x202F;=&#x202F;3) of didactic strategies in university mathematics education, categorized as semiotic&#x2013;conceptual (C0), gamification&#x2013;motivational (C1), and gamification&#x2013;general (C2). Principal Component Analysis (PCA) was applied to variables related to strategies, instruments, and educational levels, resulting in three distinct clusters. Ellipses indicate the approximate dispersion and grouping of studies within each cluster.</p>
</caption>
<graphic xlink:href="feduc-10-1536470-g009.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Scatter plot showing principal component analysis with clusters C0, C1, and C2. Clusters are outlined with ellipses. C0 (semiotic representations) has yellow squares, C1 has orange circles (gamification) and a red triangle (learning theories), C2 (gamification) has a pink circle. Axes labeled "Principal Component 1" and "Principal Component 2."</alt-text>
</graphic>
</fig>
<p>The three resulting clusters: C0 (yellow squares), C1(orange circles and pink triangles), and C2(pink circles) are delineated and labeled at their centroids. The clusters could be interpreted as three distinct profiles of didactic strategies in university mathematics education.</p>
<list list-type="alpha-lower">
<list-item>
<p>C0: group studies centered on semiotic conceptual approaches, where the conceptual understanding is prioritized through symbolic, visual, and diagram registers. PCA space indicates low overlap with gamification approaches.</p>
</list-item>
<list-item>
<p>C1: studies with gamification motivational orientation, where the strategy is predominantly oriented to student motivation and engagement using game mechanics. This cluster also has some integrations with theoretical frameworks, but with less emphasis on semiotic representation.</p>
</list-item>
<list-item>
<p>C2: gamification general/hybrid orientation, presents gamification strategies with contextualized learning experiences and general applications. The PCA location at the upper left indicates shared variance with C1 in motivational elements but diverges in specific application focus.</p>
</list-item>
</list>
<p>The spatial PCA shows a separation between clusters, suggesting that cognitive and motivational approaches are often pursued independently, and it also reflects differences in methodological design and pedagogical intention. In this context, this differentiation highlights the potential to explore hybrid strategies that combine motivation strengths from gamification with the cognitive depth of semiotic representations.</p>
</sec>
<sec id="sec23">
<label>4.5.2</label>
<title>Semiotic representations, depth in conceptual understanding</title>
<p>Studies focusing on semiotic representations highlight the essential role of coordinating multiple representational registers, such as symbolic, graphical, verbal, and algebraic, to facilitate and promote a deeper mathematical reasoning.</p>
<p>Several studies (<xref ref-type="bibr" rid="ref27">Hitt, 1998</xref>; <xref ref-type="bibr" rid="ref40">Ledesma, 2011</xref>; <xref ref-type="bibr" rid="ref11">Burgos et al., 2021</xref>) mention the importance of semiotic representations as a key to understanding and addressing the challenges of acquiring the mathematical concepts of calculus and precalculus. Similarly, other authors say representations are crucial for students&#x2019; and expert mathematicians&#x2019; mathematical activity (<xref ref-type="bibr" rid="ref50">Morgan, 2006</xref>; <xref ref-type="bibr" rid="ref32">Iori, 2018</xref>). The different representations foster deep understanding and conceptual learning by reinforcing students&#x2019; ideas and skills (<xref ref-type="bibr" rid="ref1">Ainsworth et al., 1997</xref>; <xref ref-type="bibr" rid="ref19">Even, 1998</xref>; <xref ref-type="bibr" rid="ref75">Winsl&#x00F8;w, 2003</xref>). Studies such as those proposed by <xref ref-type="bibr" rid="ref9">Brock et al. (2020)</xref> raise the bar on rigor and encourage students to solve problems creatively while gaining valuable data on their growth as thinkers and mathematicians (<xref ref-type="bibr" rid="ref24">Hancock and Karakok, 2021</xref>).</p>
<p>In that way, it emphasizes the importance of research in the semiotic representations, which, according to <xref ref-type="bibr" rid="ref9007">Duval (2006</xref>, <xref ref-type="bibr" rid="ref9008">2017)</xref>, produce a deep comprehension of learning abstract mathematical objects. For instance, when students use semiotic representations to explore and solve real-world problems collaboratively, they engage more deeply with the material, applying theoretical knowledge in practical contexts (<xref ref-type="bibr" rid="ref51">Moyer-Packenham et al., 2022</xref>). Integrating semiotic representations with other instructional strategies, such as problem-based learning or collaborative projects, can enhance their effectiveness.</p>
</sec>
<sec id="sec24">
<label>4.5.3</label>
<title>Gamification enhances engagement and motivation</title>
<p>Gamification strategies, including Game-Based Learning (GBL), have shown strong potential to increase learner engagement, reduce mathematics anxiety, and create meaningful learning experiences when tasks are situated in authentic contexts (<xref ref-type="bibr" rid="ref44">Lubis et al., 2014</xref>).</p>
<p>Moreover, nowadays, gamification can be enhanced through artificial intelligence tools. In the literature, <xref ref-type="bibr" rid="ref3">Alneyadi and Wardat (2023)</xref> show how ChatGPT could provide students with a positive influence in the learning of magnetism concepts, so in that way, the use of AI models could improve educational outcomes (<xref ref-type="bibr" rid="ref44">Lubis et al., 2014</xref>). Their study shows how gamification in math could be translated into smartphone and AI apps to increase the effectiveness of the engagement of math students. According to the explored literature, in recent years, there has been a substantial increase in research focused on gamification, which could be influenced by the educational disruptions of the COVID-19 pandemic (<xref ref-type="bibr" rid="ref8">Bouchrika et al., 2021</xref>).</p>
<p>Gamification as an active learning strategy is combined with other active methodologies such as Problem-Based Learning (PBL), Flipped Classroom, Project-based learning, and real context situations; e.g., several studies demonstrated better performance and understanding of the students about the math concepts (<xref ref-type="bibr" rid="ref26">Hassan et al., 2021</xref>; <xref ref-type="bibr" rid="ref54">Pehlivan and Arabacioglu, 2023</xref>) and also emphasized the importance of gamification, combining with flipped classrooms, due to its allowing students to engage in more active and motivating learning activities (<xref ref-type="bibr" rid="ref29">Husain et al., 2023</xref>). The Flipped classroom provides the possibility that the students could develop their ideas and acquire skills that directly have implications for the progress of significant learning (<xref ref-type="bibr" rid="ref42">Lo and Hew, 2020</xref>; <xref ref-type="bibr" rid="ref43">Lo et al., 2021</xref>), and is also recognized as a powerful strategy for teaching and learning math in university courses.</p>
<p>In math problems, contextualization means that the students can identify the variables in a specific real problem and, after, could propose different ways of solving the situation using the mathematical concepts and relations between them. Some successful examples reported in the university context and secondary education with extrapolable results are mentioned in math contextualized studies in different fields like health, engineering, and biology (<xref ref-type="bibr" rid="ref34">Jim&#x00E9;nez and Castillo, 2017</xref>; <xref ref-type="bibr" rid="ref15">Chapman and Rich, 2018</xref>; <xref ref-type="bibr" rid="ref33">Jim&#x00E9;nez, 2018</xref>; <xref ref-type="bibr" rid="ref35">Jim&#x00E9;nez-Gaona et al., 2019</xref>; <xref ref-type="bibr" rid="ref56">Rivera and Garden, 2021</xref>; <xref ref-type="bibr" rid="ref61">Sobrino-Duque et al., 2022</xref>; <xref ref-type="bibr" rid="ref9001">Amable Vivanco-Galvan et al., 2018</xref>).</p>
<p>In sum, gamification can increase intrinsic motivation and engagement to learn math (<xref ref-type="bibr" rid="ref10">Buckley and Doyle, 2014</xref>; <xref ref-type="bibr" rid="ref15">Chapman and Rich, 2018</xref>; <xref ref-type="bibr" rid="ref8">Bouchrika et al., 2021</xref>), contribute to improving performance and consolidating concepts, e.g., in subjects such as algebra and calculus (<xref ref-type="bibr" rid="ref21">Faghihi et al., 2014</xref>; <xref ref-type="bibr" rid="ref20">Faghihi et al., 2017</xref>; <xref ref-type="bibr" rid="ref23">Hafzah et al., 2019</xref>; <xref ref-type="bibr" rid="ref36">Jim&#x00E9;nez-Hern&#x00E1;ndez et al., 2020</xref>); and represents a powerful tool for teachers at all levels of the education system (<xref ref-type="bibr" rid="ref56">Rivera and Garden, 2021</xref>).</p>
</sec>
<sec id="sec25">
<label>4.5.4</label>
<title>Challenges, future proposals, and limitations</title>
<p>Concerning the challenges, studies, such as <xref ref-type="bibr" rid="ref46">Meij et al. (2022)</xref>, mention the gap between the theories of teaching, the reality in education, and the formation of educators. This point suggests the potential existence of a discrepancy between theoretical educational paradigms and their practical implementation in teacher education (<xref ref-type="bibr" rid="ref66">Uzun and Arslan, 2009</xref>; <xref ref-type="bibr" rid="ref53">Pedersen et al., 2021</xref>).</p>
<p>Implementing semiotic representations in teaching practices could be challenging, especially for teachers without a pedagogical formation and training in semiotic strategies. As <xref ref-type="bibr" rid="ref32">Iori (2018)</xref> highlights, the success of semiotic representations in teaching mathematics depends on the ability of the teachers to select the appropriate representations that align with the learning objectives and levels of understanding of the students.</p>
<p>Similarly, embedding real-world contextualized mathematical tasks within gamified environments could be challenging due to the demand for careful design when the aim is to achieve deep conceptual learning while maintaining the students&#x2019; motivation.</p>
<p>In this sense, one of the most significant gaps identified is the lack of studies integrating semiotic representations and gamification within a unified pedagogical design (see <xref ref-type="fig" rid="fig8">Figures 8</xref>, <xref ref-type="fig" rid="fig9">9</xref>). Under this consideration, our result suggests exploring hybrid approaches that combine cognitive depth of semiotics with the motivational dynamics of gamification, creating richer learning experiences that support comprehension and sustained engagement. This aligns with the observed evolution in the literature from representation-focused research to motivation-focused approaches and now toward hybrid frameworks.</p>
<p>Finally, building on these insights, rather than claiming established synergistic effects, we frame integration as a research agenda: embed semiotic rigor (semiotic register conversions) inside motivationally sound gamified progressions; pair conceptual and motivational outcomes with validated instruments; and use active controls to isolate mechanisms. This combination could encourage students&#x2019; teaching and preparation for solving complex problems in authentic, real-world scenarios in higher education and at all levels.</p>
</sec>
</sec>
<sec id="sec26">
<label>4.6</label>
<title>Limitations</title>
<p>One of the principal limitations of this project is that the studies were explored only for a unique level of education; thus, future research should focus on diverse student populations and studies that combine experimental and mixed methods across diverse educational contexts and learning outcomes could enrich the generalizability of findings. Also, a limitation of this study is that the evidence is limited to a set of countries, and it does not consider the classroom climates and teacher roles, constraining generalizability across levels and regions.</p>
</sec>
</sec>
<sec sec-type="conclusions" id="sec27">
<label>5</label>
<title>Conclusion</title>
<p>The literature review of this work has identified two primary didactic strategies that have garnered significant research attention and demonstrated effectiveness in teaching mathematics: the use of semiotic representations and gamification.</p>
<p>The theoretical basis for using semiotic representations in university-level mathematics education is grounded in Duval&#x2019;s theory, which aims to foster a deep cognitive understanding of mathematical concepts by focusing on symbolizing and interpreting mathematical ideas.</p>
<p>Conversely, gamification is an active teaching-learning strategy that presents mathematics as an engaging and approachable subject. By incorporating game-like elements into the learning process, gamification helps to reduce students&#x2019; anxiety toward mathematics and promotes a more positive learning experience. However, it is essential to mention that if we only apply gamification, we risk losing the rigor of the math.</p>
<p>In this sense, a proposal that combines semiotic representations with gamification can create a synergistic effect that optimizes engagement and comprehension in mathematics education. Semiotic representations facilitate deep cognitive processing, while gamification makes learning more enjoyable and accessible. This integrated approach can enhance students&#x2019; ability to visualize and conceptualize mathematical ideas, strengthening their analytical skills and understanding of complex concepts.</p>
<p>Additionally, it is crucial to create environments that encourage discussion and collaborative knowledge construction, recognizing the teacher&#x2019;s role as a facilitator and guide in the learning process. By strategically implementing semiotic representations and gamification across all educational levels, from higher education to lower levels, educators can offer a compelling approach to enhance both the learning and teaching experiences in mathematics. This comprehensive strategy makes learning more enjoyable and significantly improves students&#x2019; analytical capabilities and conceptual understanding.</p>
</sec>
</body>
<back>
<sec sec-type="author-contributions" id="sec28">
<title>Author contributions</title>
<p>DC: Conceptualization, Formal analysis, Methodology, Visualization, Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing. JC: Formal analysis, Visualization, Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing. CC: Conceptualization, Data curation, Investigation, Methodology, Visualization, Writing &#x2013; original draft. YJ: Conceptualization, Methodology, Visualization, Writing &#x2013; review &#x0026; editing. MR-&#x00C1;: Conceptualization, Formal analysis, Supervision, Validation, Visualization, Writing &#x2013; review &#x0026; editing. VL: Formal analysis, Supervision, Validation, Visualization, Writing &#x2013; review &#x0026; editing.</p>
</sec>
<sec sec-type="funding-information" id="sec29">
<title>Funding</title>
<p>The author(s) declare that no financial support was received for the research and/or publication of this article.</p>
</sec>
<ack>
<p>The authors acknowledge Universidad T&#x00E9;cnica Particular de Loja for supporting this project. DC also acknowledges the support from Universitat Polit&#x00E8;cnica de Val&#x00E8;ncia through the Assistance Call Doctoral Student Mobility.</p>
</ack>
<sec sec-type="COI-statement" id="sec30">
<title>Conflict of interest</title>
<p>The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
<p>The author(s) declared that they were an editorial board member of Frontiers, at the time of submission. This had no impact on the peer review process and the final decision.</p>
</sec>
<sec sec-type="ai-statement" id="sec31">
<title>Generative AI statement</title>
<p>The authors declare that no Gen AI was used in the creation of this manuscript.</p>
<p>Any alternative text (alt text) provided alongside figures in this article has been generated by Frontiers with the support of artificial intelligence and reasonable efforts have been made to ensure accuracy, including review by the authors wherever possible. If you identify any issues, please contact us.</p>
</sec>
<sec sec-type="disclaimer" id="sec32">
<title>Publisher&#x2019;s note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
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