La gamificacion en el aprendizaje de los adjetivos en la asignatura lengua y literatura en los estudiantes de séptimo año de la escuela de educación básica "Isabel la Católica" recinto cuatro esquinas, parroquia Guanujo, cantón Guaranda, provincia Bolívar, período 2023
The present research project had its origin in the shortcomings of the seventh year students of the "Isabel la Católica" School of Basic Education, in the practical part in the knowledge of adjectives and their types, which has generated shortcomings in the process. of teaching learning. T...
Salvato in:
| Autore principale: | |
|---|---|
| Altri autori: | |
| Natura: | bachelorThesis |
| Lingua: | spa |
| Pubblicazione: |
2023
|
| Soggetti: | |
| Accesso online: | https://dspace.ueb.edu.ec/handle/123456789/6417 |
| Tags: |
Aggiungi Tag
Nessun Tag, puoi essere il primo ad aggiungerne!!
|
| Riassunto: | The present research project had its origin in the shortcomings of the seventh year students of the "Isabel la Católica" School of Basic Education, in the practical part in the knowledge of adjectives and their types, which has generated shortcomings in the process. of teaching learning. Therefore, the main objective of this work is to develop tools that are based on gamification to help students learn adjectives. In this way contribute to the subject of language and literature. Therefore, the research methods used in this study were mixed. To obtain the results, a diagnostic evaluation based on quantitative methods was used, which indicated the lack of development of skills and abilities in the use of adjectives. The technique of interviewing teachers revealed that teachers do not take advantage of technology for learning in the classroom, but there is a predisposition to carry out technology-mediated teaching processes. In addition, the qualitative approach through the search for information through an exhaustive search for bibliographic information in serious databases such as university repositories and scientific articles. This problem helps us to implement the learning product that was effective, accessible and usable for the students; the gamification tools with Kioto, Educaplay and Wordwall to improve the recognition of adjectives with a selection of serious games for students based on active methods and techniques through fun. This helped us stimulate students' interest and motivation through knowledge and technology. Its application demonstrates improvements in the use of adjectives to understand and develop abilities and skills, using the observation sheet to monitor learning and final evaluation to determine the relevance of the product with the change in the learning of seventh-year students. |
|---|