La gamificación como recurso didáctico en el proceso enseñanza – aprendizaje de operaciones combinadas con números enteros dirigida a los estudiantes de octavo año de educación general básica de la Unidad Educativa “Ángel Polibio Chaves”, del cantón Guaranda, provincia de Bolívar, durante el periodo 2024.

Gamification, despite its benefits, remains an uncommon practice in the educational field, where traditional methods continue to predominate, generating a monotonous and unstimulating learning environment. Therefore, this curricular integration project proposed in this research aims to implement gam...

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Bibliographic Details
Main Author: Bone Ostaiza, Cindy Gabriela (author)
Other Authors: Merino Castillo, Everson Daniel (author)
Format: bachelorThesis
Published: 2024
Online Access:https://dspace.ueb.edu.ec/handle/123456789/7651
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Summary:Gamification, despite its benefits, remains an uncommon practice in the educational field, where traditional methods continue to predominate, generating a monotonous and unstimulating learning environment. Therefore, this curricular integration project proposed in this research aims to implement gamified applications that gamification offers us to enhance the teaching-learning of the subject of mathematics at the Eighth-Year academic level of General Basic Education. With this, systematic research was carried out of documents that contained articles, theses, books and aggregated information that shows the learning results using gamified classes for mathematics instruction. To carry out this research, a quantitative-qualitative approach was used that provided statistical results and allowed hypotheses to be formulated about the difficulties that students face in education. Data collection techniques and tools were used, such as surveys, which facilitated obtaining precise conclusions and recommendations. The results revealed that current methodologies and teaching methods do not meet the needs of students, so it is essential that teachers are continuously trained in the use of gamification as an innovative teaching resource. This will allow the creation of a dynamic and attractive learning environment in the classroom, improving pedagogical performance and enhancing the educational experience. In order to provide teachers with teaching materials, a practical exercise guide was developed. It has everything necessary to apply it from the steps to create games in the educational application such as Word Wall, for teachers who wish to implement gamified classes while maintaining the relationship with the respective teaching planning where elements such as objectives, skills, methodologies, content, resources and evaluation methods are included