La gamificación como estrategia didáctica aplicada en el desarrollo del aprendizaje de la matemática en niños de 6to año de educación general básica de la unidad educativa Ángel Polibio chaves del cantón Guaranda, en la provincia Bolívar durante el año 2022.

Throughout the years, technology and teaching methods have innovated in a positive way, creating technological tools, didactic strategies and spaces where the student learns in a different way, encouraging the student to self-learning. Gamification is a new and innovative topic in our environment, i...

Olles dieđut

Furkejuvvon:
Bibliográfalaš dieđut
Váldodahkki: Bazantes Muñoz, Erika Estefania (author)
Eará dahkkit: Borja Borja, Gladys Tatiana (author)
Materiálatiipa: bachelorThesis
Giella:spa
Almmustuhtton: 2022
Fáttát:
Liŋkkat:https://dspace.ueb.edu.ec/handle/123456789/4734
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Govvádus
Čoahkkáigeassu:Throughout the years, technology and teaching methods have innovated in a positive way, creating technological tools, didactic strategies and spaces where the student learns in a different way, encouraging the student to self-learning. Gamification is a new and innovative topic in our environment, it is very little used due to the lack of knowledge on the part of teachers. Something positive would be for the Ministry of Education to provide training on this topic so that teachers can use it in their class hours. It is a very little used learning methodology in our environment, but it is an excellent tool that facilitates learning through games. The present research shows gamification as a didactic strategy in the subject of mathematics in 6th grade children, in which to demonstrate its usefulness, research was done in bibliographic sources to learn more about the subject and expand it, in order to have a theoretical support that sustains and allows proposing a game that helps students of the Ángel Polibio Chávez school to learn mathematics. For the experimental phase, a class of 35 sixth grade students was selected, evaluating the knowledge that the students had before and after applying the game as a learning tool, with which it could be observed that the students improved their knowledge in mathematics, since after the experiment they could solve the proposed exercises in a faster way. After this, a survey was conducted to test the hypothesis that students learn better through the game, thus demonstrating that gamification is an innovative and effective teaching strategy