La gamificación en la construcción de aprendizajes para el área de matemática
The objective of this research was to propose a didactic guide on gamification in the construction of learning for the area of mathematics, given that acquiring mathematical learning is very complex. Therefore, the implementation of innovative didactic resources that motivate students and promote le...
Kaydedildi:
| Yazar: | |
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| Materyal Türü: | bachelorThesis |
| Dil: | spa |
| Baskı/Yayın Bilgisi: |
2024
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| Konular: | |
| Online Erişim: | http://dspace.unach.edu.ec/handle/51000/13895 |
| Etiketler: |
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| Özet: | The objective of this research was to propose a didactic guide on gamification in the construction of learning for the area of mathematics, given that acquiring mathematical learning is very complex. Therefore, the implementation of innovative didactic resources that motivate students and promote learning is needed; in this sense, gamification is proposed as a resource that favors the construction of learning and the development of skills. The research work was developed under a mixed approach, combining the quantitative and qualitative approaches. The first approach was used because it is important to follow a sequential and organized process; in addition, part of the information collected required a mathematical and statistical analysis; the qualitative approach was also used, since the research was conducted in a humanistic and social area such as education. The research is basic, with a non-experimental and propositional design, with a sample of 36 students and a seventh-year teacher with a non-probabilistic sampling. In relation to the data collection techniques and instruments, the survey was applied as a technique and its instrument was the questionnaire based on the Likert scale, and the interview was also used with its qualitative instrument, the interview guide. Data interpretation was carried out in accordance with the requirements of the qualitative and quantitative approaches necessary to analyze and interpret the information and data collected with the instruments. With the questionnaire, the students' perspective on gamification was analyzed; these data were processed in the Excel program, where the graphic statist graphs were obtained, with this basis it was possible to process the data objectively. On the other hand, the interview guide was necessary to collect the teacher's perceptions about the gamification resource. The main result of the study indicates that gamification significantly enhances mathematical learning, making the contents more attractive and adaptable to different educational levels. Likewise, the main conclusion of the research was that the use of gamification does favor the construction of mathematical learning, since it is a resource that encourages motivation and by using the elements of the game manages to create a more fun and dynamic environment, promoting meaningful learning. |
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