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REVIEW article

Front. Educ.

Sec. Higher Education

Volume 10 - 2025 | doi: 10.3389/feduc.2025.1536470

Didactic Strategies for Conceptual Understanding and Motivation in University Mathematics: A Systematic Review

Provisionally accepted
Darwin  CastilloDarwin Castillo1*Javier  CarriónJavier Carrión1Cristian  ChambaCristian Chamba1Yuliana  Jiménez-GaonaYuliana Jiménez-Gaona1María  José Rodríguez-ÁlvarezMaría José Rodríguez-Álvarez2Vasudevan  LakshminarayananVasudevan Lakshminarayanan3
  • 1Universidad Técnica Particular de Loja, Loja, Ecuador
  • 2Universitat Politècnica de València, Valencia, Valencia, Spain
  • 3University of Waterloo, Waterloo, Ontario, Canada

The final, formatted version of the article will be published soon.

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'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 towards 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 2000-2023 window captures the consolidation of semiotic frameworks and the expansion of ICT and gamification in higher mathematics education.

Keywords: Teaching Math, strategies, Didactic, Mathematics, Education, VOSviewer, Gamification, Semiotic representations

Received: 29 Nov 2024; Accepted: 01 Sep 2025.

Copyright: © 2025 Castillo, Carrión, Chamba, Jiménez-Gaona, Rodríguez-Álvarez and Lakshminarayanan. 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) or licensor 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.

* Correspondence: Darwin Castillo, Universidad Técnica Particular de Loja, Loja, Ecuador

Disclaimer: 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.