“Gamificación en la enseñanza - aprendizaje de las operaciones básicas en cuarto grado de la Unidad Educativa Lauro Damerval Ayora”

Nowadays, where technology has managed to occupy a very important place, especially in education, it is essential to know more about strategies that allow children, youth and adults to learn in a more playful, motivating and creative way, it has been necessary to incorporate gamification in the curr...

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Hlavní autor: Ramírez Lozada, Mónica Beatriz (author)
Médium: masterThesis
Jazyk:spa
Vydáno: 2022
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On-line přístup:https://dspace.unl.edu.ec/jspui/handle/123456789/25155
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Shrnutí:Nowadays, where technology has managed to occupy a very important place, especially in education, it is essential to know more about strategies that allow children, youth and adults to learn in a more playful, motivating and creative way, it has been necessary to incorporate gamification in the curriculum of educational institutions; this research had a general objective: Systematize gamification strategies for teaching basic operations in the area of mathematics in 4th grade children at Lauro Damerval Ayora Educational Unit of Loja city. The study was designed to: characterize gamification as a resource to dynamize the teaching-learning process in the area of mathematics; identify gamification strategies used by the teacher for the teaching of basic operations in the area of mathematics in fourth grade students and propose a guide of gamification strategies to dynamize the teaching-learning process of basic operations for fourth grade teachers, oriented to improve the development of students’ logical-mathematical (See Annex 1). It has a qualitative and quantitative approach; with a mixed, descriptive, explanatory and correlational type of research, using documentary, hermeneutic, correlational, analytical and statistical methods, as well as techniques such as survey, interview and classroom observation form. The results show that fourth grade children have difficulties in the development of multiplications and divisions, it has been necessary to require new learning scenarios to make learning meaningful, therefore it is concluded that gamification is a learning technique characterized by the application of game elements, in order to motivate and promote student participation; this technique should be planned with active methodologies supported by digital tools. Keywords: Gamification, teaching, learning, innovative strategy, education