App Pyto: a case study in learning discrete mathematics

Authors

  • Fabricio Marcillo Pontificia Universidad Católica del Ecuador, Instituto Superior Universitario Japón
  • Franklin Carrasco Pontificia Universidad Católica del Ecuador
  • Willian Ocampo Pontificia Universidad Católica del Ecuador
  • Rodolfo Córdova Pontificia Universidad Católica del Ecuador

DOI:

https://doi.org/10.56124/encriptar.v8i15.001

Keywords:

Discrete mathematics, Pyto, learning, usability, education

Abstract

Mobile applications today present multiple tools for learning in different fields of education, whether initial, secondary, tertiary or postgraduate. They have transformed multiple aspects such as access to information, personalized learning, flexibility and gamification. The proposal in this study was to use a mobile application (Pyto app) and evaluate the level of skills acquired in third level education students in Santo Domingo, Ecuador with the objective of determining the usability of the mobile application for the teaching of discrete mathematics. The results obtained showed that the usability of the application was acceptable within the study population; however, the level of skill acquired by the study population varied considering multiple factors. In conclusion, the use of mobile applications for knowledge gamification purposes allows the exploration of new teaching-learning methods and adaptation to new generations of students.

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Published

2025-02-28

How to Cite

Marcillo, F., Carrasco, F. ., Ocampo, W., & Córdova, R. (2025). App Pyto: a case study in learning discrete mathematics. Scientific Journal of Informatics ENCRYPT - ISSN: 2737-6389., 8(15), 1–14. https://doi.org/10.56124/encriptar.v8i15.001