Gamificación en el aprendizaje de la Matemática en alumnos del octavo año paralelo B, Escuela Miguel Riofrío del Cantón Loja 2022-2023
Gamification motivates students for a more meaningful and dynamic learning, which is why this study is about: Gamification in the learning of Mathematics, had as general objective: To determine how gamification influences the motivational interest in learning the subject of Mathematics in students o...
Saved in:
| Hovedforfatter: | |
|---|---|
| Format: | bachelorThesis |
| Sprog: | spa |
| Udgivet: |
2024
|
| Fag: | |
| Online adgang: | https://dspace.unl.edu.ec/jspui/handle/123456789/29536 |
| Tags: |
Tilføj Tag
Ingen Tags, Vær først til at tagge denne postø!
|
| Summary: | Gamification motivates students for a more meaningful and dynamic learning, which is why this study is about: Gamification in the learning of Mathematics, had as general objective: To determine how gamification influences the motivational interest in learning the subject of Mathematics in students of the eighth year, parallel "B" of the School of Basic Education Miguel Riofrio of the city of Loja, academic period 2022-2023, for this three specific objectives were raised: The first is to identify the gamification tools used by the teacher in the teaching- learning process of Mathematics, through the application of a teacher interview and a student survey; the second is to propose gamified educational resources and activities that incorporate elements of skills, challenges, rewards and levels of difficulty for learning Mathematics; and the third is to evaluate the effectiveness of gamified resources and activities by the teacher when teaching the teaching-learning process in the area of Mathematics. The research had a mixed approach that facilitated the understanding of the study data; likewise, the type of research was descriptive, quasi-experimental design; scientific, deductive, inductive, descriptive, analytical, synthetic, statistical and hermeneutic methods were used, whose data collection techniques were: observation, survey, interview, it was carried out under a non-probabilistic procedure, consisting of 15 students and 1 teacher. In conclusion, based on the results obtained, it is highlighted that the implementation of gamification contributed to the development of learning by motivating them at all times, and also contributed to their cognitive development with greater satisfaction in learning. |
|---|