El Escape Room Chemistry como recurso didáctico de aprendizaje en Química General en los estudiantes de segundo semestre de la Carrera de Pedagogía de las Ciencias Experimentales Química y Biología
The research is about ''The Escape Room Chemistry'' as a didactic resource and how it helps in the learning process, was carried out at the National University of Chimborazo, in the Faculty of Education, Human Sciences and Technologies. The objective of the research was to propos...
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Formato: | bachelorThesis |
Lenguaje: | spa |
Publicado: |
2024
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Materias: | |
Acceso en línea: | http://dspace.unach.edu.ec/handle/51000/12962 |
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Sumario: | The research is about ''The Escape Room Chemistry'' as a didactic resource and how it helps in the learning process, was carried out at the National University of Chimborazo, in the Faculty of Education, Human Sciences and Technologies. The objective of the research was to propose ''The Escape Room Chemistry'' as a learning resource in General Chemistry for second semester students of the Pedagogy of Experimental Sciences, Chemistry and Biology. The didactic resource is composed of 4 games: 2 board games (Snakes and Ladders and Chemical Parcheesi) and 2 card games (Chemical Bingo and Cards) and has a Didactic Learning Manual that contains the objectives of each game, requirements, rules, development, time limit, reinforcement activities and an evaluation. This resource is designed to practice the topics of the subject of General Chemistry, from a playful, gamified and participatory approach, for which the present study was of a non-experimental nature, because the variables were not manipulated, of a bibliographic and field type, with a descriptive research level, the study population comprised 40 students. The research instrument used was a questionnaire of 10 closed multiple-choice questions, concrete for its easy comprehension and reliability. The results show that the Escape Room Chemistry tends to facilitate the learning process because it offers second semester students the possibility of complementing theoretical knowledge with practice, through gamification, which awakens interest and motivation for the learning experience. |
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