Metodología de gamificación para estudiantes de educación básica superior de la unidad educativa intercultural Ambrosio Lasso, Cantón Guamote.

ABSTRACT The research work "Gamification methodology for students of higher basic education", had the objective of developing a gamification methodology to improve the teaching-learning process of mathematics, thematic rational numbers, to achieve this objective, the theoretical and method...

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Hlavní autor: Miguel, Sagñay Rea (author)
Médium: masterThesis
Jazyk:spa
Vydáno: 2021
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On-line přístup:http://dspace.unach.edu.ec/handle/51000/8313
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Shrnutí:ABSTRACT The research work "Gamification methodology for students of higher basic education", had the objective of developing a gamification methodology to improve the teaching-learning process of mathematics, thematic rational numbers, to achieve this objective, the theoretical and methodological foundations related to gamification as a support technique in the teaching-learning process were determined, select elements, characteristics and mechanisms of gamification, a comparison of gamification methodologies applied in teaching-learning processes and design a gamification methodology. The scientific and descriptive method was used for the analysis of the object of study. The unit of analysis is located in the community Galte Civic Center, Palmira parish, Guamote canton, province of Chimborazo, specifically in the Intercultural Bilingual Educational Unit "Ambrosio Lasso", where the methodology was studied. A mixed approach was assumed in correspondence to the objectives, therefore, the research was basic, documentary, bibliographic, field, descriptive and applicative and of quasi-experimental design. The population consisted of students in the ninth year of higher basic education; for the collection of related information, the survey technique was selected and the questionnaire was applied as an instrument in its two phases, pre- and post-test, and an objective test was also applied; mathematical, computer and logical techniques were used to process the information. The results of the research and statistical analysis indicate that Ho should be rejected since the t-calculated value is greater than t-critical. Therefore, it can be concluded with a reliability level of 95% that there is a significant difference between the average of group A (8.2) and the average of group B (7.67) after using the solution proposed in the research (application of the gamification methodology through the web hosting of a gamified system "Ludified Mathematics"), which shows that the use of the gamified proposal had a positive effect on the performance of group A students. Based on the analysis of the results of other researches similar to the one concluded that the gamification methodology improves the teaching-learning process because it allows the student to interact in a dynamic way, motivated in learning, propitiating meaningful, collaborative and cooperative learning. Keywords: methodology, gamification, teaching-learning, neurotechnology. Reviewed by: Lic. Marlene de la Caridad Mena Viamonte ENGLISH PROFESSOR c.c. 1758391393