La gamificación en el aprendizaje significativo, en la asignatura de estudios sociales con los estudiantes de sexto año de educación general básica, en la unidad educativa intercultural, bilingüe Surupucyu en la provincia de Bolívar, cantón Guaranda, parroquia Guanujo en el año lectivo 2023-2024
Nowadays the use of technology has become a transversal part of people, within the educational field the creation of digital educational resources has been promoted to improve the Teaching- Learning process. Our technological proposal was based on the creation of gamified digital educational resourc...
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| Format: | bachelorThesis |
| Idioma: | spa |
| Publicat: |
2024
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| Accés en línia: | https://dspace.ueb.edu.ec/handle/123456789/7078 |
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| Sumari: | Nowadays the use of technology has become a transversal part of people, within the educational field the creation of digital educational resources has been promoted to improve the Teaching- Learning process. Our technological proposal was based on the creation of gamified digital educational resources, to acquire significant learning in students, specifically in the subject of Social Studies, which was implemented to students in the sixth year of Basic General Education in the Supupucyu Bilingual Intercultural Educational Unit, using innovative strategies for its implementation. To find out if gamification is used in its educational resources, an interview was conducted with the teacher, in which it was evidenced that this type of material is not used, the same that is necessary because it provides interactivity and motivation to the educational process, for this reason, the technological proposal seeks to develop significant learning in the subject. The educational resources (Gamification) were developed on the Wordwall, Exelearning Genially y Quizizz platforms exposing various presentations, documents, images, videos and games related to the topics of the subject of Social Studies, to acquire significant learning, for this didactic material was built, the purpose that was obtained was that students develop significant learning. By implementing the gamified digital resource in the experimental community, students in the sixth grade of Basic General Education significantly improved their learning in the subject. |
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