Lakens, D. (2013). Calculating and reporting effect sizes to facilitate cumulative science:
A practical primer for t-tests and ANOVAs. Frontiers in Psychology, 4, Article 863.
https://doi.org/10.3389/fpsyg.2013.00863
Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool
promoting teaching and learning in educational settings: A meta-analysis. Frontiers
in Psychology, 14, Article 1253549. https://doi.org/10.3389/fpsyg.2023.1253549
López-Roldán, P., & Fachelli, S. (2015). Metodología de la investigación social
cuantitativa. Universitat Autònoma de Barcelona.
https://dialnet.unirioja.es/servlet/libro?codigo=857471
Lukman, H. S., Agustiani, N., & Setiani, A. (2023). Gamification of mathematics teaching
materials: Its validity, practicality and effectiveness. International Journal of
Emerging Technologies in Learning, 18(20), 4–22.
https://doi.org/10.3991/ijet.v18i20.36189
Merino Soto, C., & Livia Segovia, J. (2009). Intervalos de confianza asimétricos para el
índice de validez de contenido: Un programa Visual Basic para la V de Aiken. Anales
de Psicología, 25(1), 169–171. https://revistas.um.es/analesps/article/view/71631
Pastás Hernández, X. del R., Zumba Novay, E. G., Imbacuán Gordón, D. F., & Peña
Robles, C. J. (2024). Genially gamification tool for teaching and learning
mathematics. Revista Imaginario Social, 7(1). https://doi.org/10.59155/is.v7i1.151
Pedrosa, I., Suárez-Álvarez, J., & García-Cueto, E. (2013). Evidencias sobre la validez
de contenido: Avances teóricos y métodos para su estimación. Acción Psicológica,
10(2), 3–18. https://doi.org/10.5944/ap.10.2.11820
Putra, L. D., & Afrina, N. (2023). The development of Genially-based interactive learning
multimedia for elementary school students. Jurnal Fundadikdas (Fundamental
Pendidikan Dasar), 6(2), 138–151. https://doi.org/10.12928/fundadikdas.v6i2.8413
Rizo-Padilla, Z. P., Zambrano-Valdez, G. C., & Jama-Zambrano, V. R. (2025). Los
juegos didácticos y su influencia en el pensamiento lógico matemático en niños de
básica media. Innova Science Journal, 3(4), 254–268.
https://doi.org/10.63618/omd/isj/v3/n4/134
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis.
Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-
09498-w
Taber, K. S. (2018). The use of Cronbach’s alpha when developing and reporting
research instruments in science education. Research in Science Education, 48,
1273–1296. https://doi.org/10.1007/s11165-016-9602-2
Uchima-Marin, C., Ospina, J., Ospina, V., Salvador-Acosta, L., & Acosta-Vargas, P.
(2025). Design and implementation of a gamified math game for learning whole
numbers in secondary education using Genially. Sustainability, 17(21), Article 9759.
https://doi.org/10.3390/su17219759