Gamificación para los estudiantes con discalculia de la básica superior de la unidad educativa comunitaria intercultural bilingüe “Martha Bucaram de Roldós

ABSTRACT: The research entitled "Gamification for students with dyscalculia" arises from the need for teachers to support the mathematics learning process of students through the use of innovative technological resources. Hence, the objective is to propose Gamification strategies for dysca...

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Autor principal: Yumisaca Guerrero, Jacqueline Elizabeth (author)
Formato: bachelorThesis
Idioma:spa
Publicado em: 2021
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Acesso em linha:http://dspace.unach.edu.ec/handle/51000/8236
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Resumo:ABSTRACT: The research entitled "Gamification for students with dyscalculia" arises from the need for teachers to support the mathematics learning process of students through the use of innovative technological resources. Hence, the objective is to propose Gamification strategies for dyscalculia in students of the Upper Elementary School of the Intercultural Bilingual Community Education Unit Martha Bucaram de Roldós. Gamification is a strategy based on game mechanics. Meanwhile, dyscalculia refers to difficulties in mathematical skills. Methodologically, the study is framed within a mixed approach. Since techniques and instruments were used both for the collection, the analysis, and understanding of the phenomenon studied. This study was a base for the elaboration of the proposal. By design, it was non-experimental, propositional research, by type, bibliographic, documentary, and cross-sectional. In addition, analytical and synthetic methods were used. The population consisted of the students and teachers of the higher elementary school of the chosen institution. The sampling was intentional and non-probabilistic since it was composed of students with dyscalculia. The results of the study indicate that the students present six types of dyscalculia: lexical, verbal, operational, prognostic, diagnostic, and graphic; the didactic techniques that address dyscalculia were: role-playing, puzzles, numbers with tokens, among others; and the design of gamification strategies were designed in the tools: Nearpod, DeckToys and Genially. Keywords: Gamification, Dyscalculia, Learning, Tecniques. Reviewed by: Mgs. Marcela González Robalino English Professor c.c. 0603017708