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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>December</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Modification of Mathematical Cognitive Demand with Disruptive Gamification Methods Using Video Games in Schoolchildren Affected by Covid-19</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jhon Holguin-Alvarez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jenny Ruiz-Salazar</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad César Vallejo</institution>
          ,
          <addr-line>Av. Alfredo Mendiola 6232, Los Olivos 15314, Lima</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Nacional Federico Villarreal</institution>
          ,
          <addr-line>Av. Nicolás de Piérola 262, Lima</addr-line>
          ,
          <country country="PE">Perú</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>0</volume>
      <fpage>4</fpage>
      <lpage>06</lpage>
      <abstract>
        <p>The document reports the effects of the use of video games in the disruptive gamification of the cognitive demand in mathematics of 127 second and third grade students of basic education. They were grouped according to three demand conditions: (a) situation 1 = low; (b) situation 2 = moderate; (c) control group = mixed. All subjects presented some type of Covid-19 sequelae; and situational pairs were compared according to agreement: situation 1 vs. control (first pair); situation 2 vs. control (second pair). The results were collected from a multiple demand test. The abilities to solve tasks of moderate cognitive demand were developed in the subjects who started with a low level of demand, and highlevel demand in those who started with a moderate demand. The comparison of the first pair presented more difficulties to achieve improvements in their cognition, unlike the subjects of the second pair.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Cognitive reload</kwd>
        <kwd>Mathematical cognition</kwd>
        <kwd>Mathematical learning</kwd>
        <kwd>Video game</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The didactics of mathematics often tends to be carried out with many obstacles under traditional
constructivist teaching systems. This is more noticeable in students who develop mathematics
with increasingly complex levels in their schooling. Problems have focused on understanding
mathematical meaning and understanding geometry [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. These problems are usually
presented at the beginning of basic education with emphasis on the symbolic representation of
quantities and problem solving [
        <xref ref-type="bibr" rid="ref4 ref5 ref6 ref7 ref8">4, 5, 6, 7, 8</xref>
        ]. The study addresses the cognitive demand in
mathematics as the main tool for measuring complex mathematics, in order to demonstrate
whether subjects with certain characteristics can overcome them with methods that enable their
motivation and block their distractions in solving mathematics.
      </p>
      <p>
        Current research has considered the main obstacles: distraction, lack of sustained motivation;
little creative thinking, and cognitive overload [
        <xref ref-type="bibr" rid="ref10 ref11 ref7 ref9">7, 9, 10, 11</xref>
        ]. Consequently, it seeks to demonstrate
that by cutting cognitive distractions in mathematics phases of sustained motivation are
generated on specific learning processes with certain levels of mathematical demand.
      </p>
      <sec id="sec-1-1">
        <title>1.1. Disruptive gamification for complex mathematics</title>
        <p>
          The evidence in mixed gamification explains the results that report strategies dedicated to the
student using prior knowledge with great agility, with support in the faster interactions that are
generated with the teacher [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], with the participation of other competing subjects [
          <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
          ]; and
in group interaction due to playful motivation [15, 16, 17, 18, 19]. In this sense, it has been found
that the greater the flexibility to guide complex processes, the greater the possibility to reduce
stress on the mental load of the learner, even promoting more possibilities to self-evaluate and
correct themselves in solving mathematics.
        </p>
        <p>
          Cognitive demand has been proposed as a revealing approach to complex mathematics
according to the level of development in the learner [20, 21]. This variable is defined as the set of
skills that allow the learner to solve mathematical problems or operations at different levels of
difficulty [22, 23], which include the use of basic skills such as reading, inferences, and mental
abilities. Short- and long-term cognitive memory intervenes there to contrast previous
information with information about operations and problems and provide feasible solutions
during a certain development time [20, 21, 23, 24]. It has also been adopted as a learning
evaluative approach through the disclosure of proposals for the measurement of gains in the
learning average [22]. From this it has been learned that they are beneficial development
practices for their learning attitudes, which are intrinsically related to working memory and
intelligence for mathematics and computational thinking [23, 24]. Cognitive demand has also
been developed as a means of evaluating school performance from representative reasoning in
the cognitive performance of school abilities [25]: (a) active memory, (b) problem solving, (c )
thought. Faced with the complex task, the student usually recharges his memory in the
development of processually complex activities, at least he resorts to help methods in elements
external to the mathematical operation such as fun in the face of the challenges of the games,
external or internal motivation; and the excitement about the unknown, when the challenges
guide their preferences [
          <xref ref-type="bibr" rid="ref8">8, 26</xref>
          ].
        </p>
        <p>Some research has been dedicated to questioning the positive reinforcement of gamification
or gamification on academic tasks using collaborative gamification [27, 28]. Others identify that
challenge-based competitive experience can delay learners' cognitive demand [29, 30]. Thus, the
study seeks to verify whether the use of a disruptive method of gamification involving the use of
video games can dissipate cognitive overload. This increases sustained motivation in cognitive
tasks in two modalities in the area of mathematics: high and low demand. Therefore, the main
hypothesis proposes finding positive reactions in the development of mathematics when the
student resorts to external distractors that contribute to their motivation for complex learning.
Here, the student with a low cognitive level could be motivated and make more diligent attempts
at a level of moderate demand thanks to the disruption generated by gamifiers. This system
behaves as a reducer of the eventual despair of the students when carrying out tasks with a high
level of difficulty, or as a motivator with which it is hoped to divert potential procrastinators from
developing in more complex tasks. The development scheme also applies to students who
perform regularly but try to reach higher levels of demand pushed by their personal goals of
improvement.</p>
        <p>The research is based on educational principles based on cognitive integrity for the
effectiveness of expected learning in Regular Basic Education in Peru. In this sense, a special
sample of students from seven to eight years of age was observed, who were affected by
Covid19 with sequelae that were mostly mild and received virtual classes due to the pandemic in
various sections of their corresponding grades. By verifying the gap in mathematics performance
with a year of delay in the completion of problems, we sought to contribute to that cognitive
integrity to perform effectively in the face of certain curricular demands when promoted to the
next higher grade. This suggested finding improvements in mathematics performance by
verifying it from a model of cognitive demand until they were able to regulate their learning levels
to higher levels. The didactic regulation made it possible to find subjects with a low level who,
when confronted with the use of video games in the approach programme, achieved as a
minimum criterion a level of response towards moderate levels of mathematical learning. On the
other hand, to classify the subjects with a moderate performance in order to make this learning
viable with a high demand performance. With this, it was also hypothetically determined that the
individuals who passed with a gap in their learning and with health conditions would be included
equally in groups that could perform better than them and to whom they could match the learning
carried out in their classrooms with the high demand with which they were prepared in the
pedagogical approach based on the use of disruptive gamifiers.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Method</title>
      <p>The investigation is governed according to the quantitative approach with a deductive
hypothetical proposal. In this sense, we make comparisons of two types of conversion of
mathematical cognitive demand in an experimental model. In this comparison, disruptive
gamification acts as an experimental variable. This scheme made it possible to compare two
situations differentiated by the effects of this type of gamification: (a) low demand model towards
a moderate demand model, (b) moderate demand model towards a high demand model. In the
first model, those students who demonstrate low performance in the cognitive demand of
mathematics are compared, and were subjected to disruptive gamification to overcome the
cognitive demand at a moderate level. In the second model, we verify the effects of gamified
disruption in a group that effectively performs in the face of a complex demand after presenting
moderate levels of performance.</p>
      <sec id="sec-2-1">
        <title>2.1. Sample and materials</title>
        <p>Three groups were classified for comparisons: (a) experimental A (situation 1 (n) = 41), (b)
experimental B (situation 2 (n) = 42), (c) control (without gamification (n) = 44). Comparison pairs
were formed from these (first pair: situation 1 vs. control group; second pair: situation 2 vs.
control group). Regarding the school characteristics, we worked with students of cycle III and IV
of basic education. They were all second and third grade students from two educational
institutions (one publicly managed and the other private). The sampling was carried out in a
nonprobabilistic way, corresponding to a mixed selection according to the criteria proposed to assign
the students to each group: grade, cycle, age and permanence. Regarding age, the range to be
considered was from seven to eight years of age (SD = 0.8 years). Regarding permanence, they
had to be students without presenting more than three absences in each school month. However,
three additional cases were chosen to exceed the average of 40 subjects in the first situational
group. It should be noted that all subjects were assigned to all groups in the most equitable way
possible, second and third grade schoolchildren were alternately assigned to situational groups
1, 2 and control. The selectivity of subjects with problems with Covid-19 was carried out
according to their clinical condition: (a) students with moderate or mild sequelae, (b) students
vaccinated with at least two doses of vaccination. The students' performance up to three months
prior to the research was also taken into account, which was based on classifying the students
into low (C) and average (B) levels of mathematical performance. The students agreed to
participate after sharing the research project with academic tutors and managers in general.
However, the parents signed the informed consent to provide the corresponding permission.</p>
        <p>Regarding the instrument, the Arithmetic Problems Test with Multiple Cognitive Demand [31],
was interesting for the researchers, since it responded to the age, school, and social
characteristics of our study. The original version presented 16 items structured according to their
complexity in dimensions: memorization, procedures without connections, procedures with
connections, and doing mathematics. However, we submit the document to the criteria of judges.
Thanks to this process, the final version presented 25 items qualified in a dichotomous and
polytomous way, in order to preserve the initial evaluative thread of the original authors.
According to the needs of this research, the instrument was allowed to calculate three levels: (a)
Low cognitive demand, (b) Moderate cognitive demand, (c) High cognitive demand. However, the
Test made it possible to measure levels of cognitive demand in the study subjects, although the
importance of its use lay in classifying it according to mathematical thinking. This phase also
helped to achieve groupings of individuals, more focused on exceeding the level of demand
instead of placing them at some level of predominance, which is the central objective of the study.
Verifying levels of predominance would not allow comparison of cognitive progress or change
when going through the program experience.</p>
        <p>The classification was achieved from the contribution of the expert judges in a peer review. A
preliminary test exogenous to the educational institutions involved, allowed us to recognize a
Cronbach's Alpha index of 0.93 for the composite of polytomous indices, and 0.96 in the
KuderRichardson index for the composite of dichotomous indices. It was more appropriate to measure
consistencies in parallel without avoiding agglutinating totality tests in the calculation of these
indices knowing that the instrument values independent factors according to the scores obtained
(demand levels).</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Procedure</title>
        <p>Three groups were classified to test the general hypothesis: (a) experimental (situation 1), (b)
experimental (situation 2), (c) control. Regarding the compared pairs, the first group was made
up of individuals with a low level of cognitive demand, the second, with students who
demonstrated a moderate level of cognitive demand. Both groups of subjects were exposed to the
effects of disruptive gamification activities. The disruptive effects were compared with a control
group in which pedagogical activities based on classical constructionism were applied. This group
presented varied levels of cognitive demand. For the selectivity of subjects according to their
medical condition, the vaccination document for minors issued by the Ministry of Health of Peru
and the school registration form were recorded. Disruptive gamification involved the use of 20
didactic and leisure-oriented video games. 50% were adventure, 30% logical questioning; and
the rest compiled games for sports competition and numerical-linguistic literacy. In turn, it
included the development of 120 learning activities, in which the use of video games was
intertwined before, during and after each didactic activity in the areas of mathematics, science
and language. This method was composed of three execution phases: (1) Motivational exposure
to the video game, (2) distracting exposure in the development of problems in the area, (3) exit
motivational exposure. All the activities were carried out in groups, for which reason the
motivational exposition included the work of duets and triads in the participation of the students
(phase 1: motivational exposition to the video game). In this sense, the video game was
considered a common distractor in the first 20 activities attached to the school curriculum.
However, in the remaining 50 activities competitions were generated between groups of
students; and, the remaining 50 activities were mixed. The same pattern occurred with phases 2
and 3 for each session. It was considered interspersing the disruptions in the two experimental
groups, in order to intersperse effects and weigh them to avoid factors of boredom, apathy or
reluctance in the face of repetition in the use of video games.</p>
        <p>In the second phase of development (distracting exposure in the development of problems in
the area), the scheme allowed practicing with the same modality with the difference that the cuts
or disruptions were executed at the moment in which the students faced more complex problems.
This was done according to the levels that they demonstrated in the pretest evaluation. In this
sense, it was possible to reduce the cognitive overload in moments of tension due to the lack of
resolution in the individual. On the other hand, the exit presentation (third phase) served to try
to dissipate the tension before the task as an evaluation, for which an evaluation accompanied by
the use of video games was used. In some cases, it was used as a way of clipping the evaluation
itself. The problems used were balanced according to those used in the measurement test, this
was done to standardize the levels of difficulty in relation to performance, without moving them
away from the structural modality of the evaluation or the didactic models applied by the teachers
of their classrooms. This would help to formulate more malleable emotional and attitudinal
adaptations regarding the use of video games. The post-test evaluation was carried out two weeks
after completing the application of the last activity After finishing the experiment, the application
of this program for 30 days to the subjects of the control group was managed, and thus achieve
equity and meet the criteria of justice on the performance of schoolchildren not addressed by the
disruptive methodology.</p>
        <p>As for the homologation of groups of students with determined levels of cognitive demand,
this refers to the equalization of the performance that the students demonstrated in their schools
after spending time in virtual education, which was deplorable in Peru due to external factors
such as the school's economic level, social level, lack of technological and network resources to
achieve effective classes. In this sense, we worked with students who showed low and moderate
performance after having participated in virtual education since the pandemic, which was
combined with the effects that Covid-19 had on many of them during the first and second waves
of infection in the city of Lima. For this reason, we sought to grade their performance in order to
compare it to the performance of others in Regular Basic Education, which was based on the
performance scale on which these subjects performed in mathematics in the primary school
grades they were in. The preliminary assessment model allowed to corroborate what was actually
happening, among the assessment categories: A (achievement), B (fair), C (low), those students
were chosen who showed to perform at levels B or C, who also demonstrated the clinical
condition described above. For this reason, students at these levels were considered to be
performing at a very low level of cognitive demand, so the preliminary assessment with pilot
instruments helped to corroborate the cognitive gap they demonstrated in their schools. This
criterion allowed them to be preliminarily selected for inclusion in the experiment.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Results and discussion.</title>
        <p>The ratings of the control group presented representative accumulations that signified
differences in certain levels of demand. Figure 1 shows the differences obtained in the pretest
evaluations, these being significant for the mentioned group, which was corroborated in the
statistical analysis (t (83) = -4,560; p &lt; 0.05). There were no differences worthy of inference
between the control group and the second experimental group (t (84) = 0.230; p &gt; 0.05). The
difference shown in figure 1 was also corroborated by Mann Whitney tests, obtaining similar
results in the first contrast (U = 393.0; sig. = 0.00); as well as in the second (U = 867.0; sig. =
0.621). For this reason, the lack of balance between the first experimental group and the control
group can be argued, but features of cognitive balance between the second experimental group
and the control group are noted. Regarding the contrast results of the first pair (group with low
demand versus control group) (figure 1), differences were found approximately five average
points (M(diff.) = 4.86; SD = 7.8), favorable to the first group. of experimentation (t (83) = -4,560; p &lt;
0.05). This has shown that subjects with a low level of cognitive demand in mathematics were
able to overcome tasks with a moderate level or a high level of demand, compared to the group
of subjects with different levels of performance.</p>
        <p>
          For this reason, it is accepted that disruptive gamification has positive effects in improving
abilities to tackle moderate or high-level tasks from cognition with students who initially showed
a low level of response to cognitive demand in mathematics. This seems to present evidence that
justifies the reduction of distractions and the lack of attention to problems that are increasingly
complex thanks to the competition postulated by the playful disruption of gamification applied in
the first [
          <xref ref-type="bibr" rid="ref10 ref14 ref7">7, 10, 14</xref>
          ]. Here it should be considered that as they are students with lower performance
power, the health problems previously noted in the sample were combined. This can open new
evidence on the level of development of students with lower abilities to face increasingly complex
tasks [21]. Regarding the cognitive factor, it is well known that working memory and information
acquisition abilities are adaptive in subjects who already know a common practice with moderate
or high cognitive demand as already observed in other studies that reveal better
representativeness of numerical quantities when reasoning is performed with great ease [22, 23,
24], but there is a greater demand on the use of working memory in complex mathematics in
information users who show less ability to encode implicit information than those with higher
abilities [24, 25]. It is deduced that this has occurred, especially in the tasks that required changes
in the work with the experimental group of the sample. For these reasons it has been found that
the possibility of additional factors besides cognitive factors such as stress symptoms drawn from
health status, emotional well-being as well as self-regulation in mathematics can be obstructed
by the complexity of the task, even more so if these influences are biologically or psychologically
dependent. In this sense, it should be considered that health problems may have affected
performance, although it was not a central part of this study, this characteristic assured the
possibility that disruptive gamification has more accurate effects than the usual gamification
found in the literature on gamified education. It should be noted that the difference obtained in
the post-test contrast of the first pair presented significances very close to 5% in the calculation
of the confidence rate; however, the Mann-Whitney test allowed us to corroborate the differences
from the non-parametric perspective (U = 508.0; sig. = 0.00).
        </p>
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        <p>
          Regarding the advances with respect to the averages reached by each pair, in Figure 2 the
highest quartiles can be found in the three groups in the results of the post-test evaluation.
However, the median is denoted with a higher value in the second group (EG 2) compared to the
remaining groups. In an analysis related to outstanding values, we obtained three higher values
in terms of cognitive demand in the first group, which obtained scores of 50, 52 and 56. In the
second group, six cases were referred (51, 50, 53, 50, 52, 51); and in the control group, one case
was detailed (50). The decisive score limit was 50 or more points, in order to consider that
students who exceeded their own level of cognitive demand become more capable of overcoming
more complex tasks from immersion in gamified didactics with disruption. It is also evident that
they have the cognitive characteristics to reach high levels of mathematical competence. Some
studies have reported without detail that gamification is more responsive and more interactive
with the influence of gamified work [16, 17, 18, 19], and in those in which rewards are integrated,
and among which challenges develop spontaneously [27, 28]. This assumes the credibility of an
important model, which is didactically sober with strategies without dazzling the minds of
students with attractive games for leisure, but only if the needs demand it can only be disruptive
distracters that contribute to educational processes and not just gamify them without
pedagogical meaning and intention [
          <xref ref-type="bibr" rid="ref13">13, 18, 19, 30</xref>
          ]. Using them without guidance would lead to
the development of other more complex affectations such as uncontrolled desire and
attentionreducing compulsive gambling.
        </p>
        <p>However, in our research we report cases that exceeded the cognitive expectations beyond the
hypotheses considering the initial unevenness that was demonstrated in the first pair compared
to the pretest assessment, without trying to train them with the intrinsic leisure of the games. It
is important to accept that gamification can be fun, but many times it should be avoided so as not
to overload the student in the complexity training process. It is evident that the use of videogames
has allowed to capture greater motivation towards distractions, but the collaboration in these
games has also allowed the use of cooperative strategies to develop problems of these
videogames and common mathematics in class. It was obvious that the students in the second
experimental group would find themselves with more possibilities to respond more easily to
more demanding mathematical difficulties, but the progress of students with low performance in
cognitive demand is much more notable. This has shown that disruptive gamification can
contribute to the development of mathematical thinking, and enables the conditions for
motivation in subjects with fewer possibilities to perform at the same or higher level than their
peers located in the control group.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusions.</title>
      <p>According to what has been stated, it can be asserted that disruptive gamification influences the
characteristics of compared groups. The students who started the experiment with a low level of
cognitive demand were able to reach moderate type levels and, in some cases, high type levels
(M(diff.) = 4.86; SD = 7.8; t (83) = -4,560; p &lt; 0.05). On the other hand, individuals with moderate
levels evidenced before receiving treatment overcame the complexity barrier through
participation and evaluation with disruptive gamifiers. In this case, the health problems
associated with the sample characteristics did not impede the development of the experiment,
however, in the first pair compared, the difficulty they present in reaching higher levels of
development is noted. This differs from the second pair of groups, in which the comparison
demonstrated improvement in the performance of more complex tasks in subjects with moderate
levels of mathematical cognitive demand (M(diff.) = 5.73; SD = 9.09; t (84) = 3.278; p &lt; 0.05).
Regarding the methodology, it can be concluded that it is sensitive to reduce the possible
expressions of frustration and rejection that appeared in some cases of students who failed to
develop increasingly complex mathematics. The implication of interactive activities in didactics
with the use of video games, as well as motivation, the construction of learning or in its evaluation,
promoted the clearance of such characteristics without involving ambiguous or biased
distractors.</p>
      <p>It is important to develop research that explores the mathematical cognitive demand with the
use of disruptive gamifiers, comparing groups of students according to each level. This could
deepen the cognitive arrival that students have according to the instrumental characteristics
used. It should be remembered that the initial contribution of the study compares the effect of
gamification in two pairs of groups based on the cognitive characteristics of each group, without
exploring the levels of demand, more only knowing how far they could go with their mathematical
skills.
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