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23 Int'l J. Educ. Tech. Higher Educ. 1 (2026)

handle is hein.journals/intjedth23 and id is 1 raw text is: 

Rinc6n etal.
International Journal of Educational Technology in Higher Education
https://doi.org/10.1186/s41239-025-00576-4


(2026) 23:1


    International   Journal of
Educational Technology in
           Higher Education


RESEARCH ARTICLE                                                                                    Open Access



Escape from mathematical-skill deficiencies:

gamified interactive platforms to reinforce


quantitative skills

Yeray Rodriguez  Rincon1    , Ana Munarriz    and  Angel Alberto Magrehan   Ruiz'


*Correspondence:
Yeray Rodriguez Rincon
yeray.rodriguez@unavarra.es
SDepartment of Statistics
Computer Scence and
Mathematics, Public University of
Navarre, Pamplona, Spain
2narbe (Institute for Advanced
Researc *n Bus ness and
Economics), Department of
Statistics, Computing and
Mathematics Public University of
Navarre, Pamplona, Spani
3Department of Mathematics and
Computation, University of La Rioja,
Logrono, Spain































        --   Springer


  Abstract
  This study analyzes the design and implementation  of Escape  Room  platforms as
  an educational reinforcement  strategy to address quantitative deficiencies among
  students entering university programs in Economics  and  Business. These deficiencies,
  rooted in shortcomings  of the pre-university curriculum, hinder students' ability
  to develop essential academic competencies,  thereby  limiting their performance
  in these disciplines. To mitigate this issue, the entire Spanish mathematical
  Secondary  Education curriculum  leading to these degrees was analyzed, and  four
  interactive Escape Rooms  were developed  using Genially. These platforms focus
  on basic Mathematical  Operations, Matrix Algebra, Functions, and Derivatives. They
  are designed to support autonomous,   flexible, and adaptive learning, addressing
  individual student needs while remaining  accessible to educators through Genially's
  user-friendly interface. This accessibility minimizes adoption barriers for instructors,
  such as the cost of expensive licenses and the need for programming   skills.
    The  study employed   a quasi-experimental  design with Pretest and Posttest
  assessments  and multiple statistical adjustment techniques (ANCOVA, Propensity
  Score Matching  or multiple linear regression) to ensure methodological robustness.
  A total of 122 students participated in the experimental group, engaging with
  one or more  platforms, and 101 in the control group. Results revealed substantial
  improvements   in students' quantitative skills, with very large effect sizes observed
  globally and across each individual platform. Hake's normalized gains indicated
  that the overall potential improvement achieved  exceeded  50%. Notably, the
  intervention systematically reduced the initial gender gap, with women fully closing
  the performance  disparity observed at baseline. This improvement in pre-university
  quantitative skills enabled students to better face academic demands, reflected in
  significantly higher final course performance compared to those following traditional
  reinforcement strategies. Dose-response  analysis revealed each additional platform
  predicted an estimated 0.55 points improvement,  with  optimal cost-benefit around
  three platforms.
    The  findings highlight the potential of gamified Escape Rooms as an autonomous
  and flexible reinforcement tool in Higher Education, with particular promise for
  promoting  gender  equity. Additionally, the results demonstrate high levels of student
  satisfaction and recommendation,  emphasizing  the methodology's   ability to foster


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