Desarrollo de un recurso educativo basado en gamificación para el aprendizaje del tema el “cuerpo humano y la salud” de la asignatura de ciencias naturales en los alumnos del quinto grado de la escuela fiscomisional Sagrado Corazón en el periodo 2021 – 2022.
The present work of curricular integration has as its theme: "DEVELOPMENT OF AN EDUCATIONAL RESOURCE BASED ON GAMIFICATION FOR THE LEARNING OF THE TOPIC THE" HUMAN BODY AND HEALTH "OF THE SUBJECT OF NATURAL SCIENCES IN THE STUDENTS OF THE FIFTH GRADE OF THE" SAGROMISIONAL SCHOOL...
Wedi'i Gadw mewn:
| Prif Awdur: | |
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| Fformat: | bachelorThesis |
| Iaith: | spa |
| Cyhoeddwyd: |
2022
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| Pynciau: | |
| Mynediad Ar-lein: | https://dspace.unl.edu.ec/jspui/handle/123456789/24508 |
| Tagiau: |
Ychwanegu Tag
Dim Tagiau, Byddwch y cyntaf i dagio'r cofnod hwn!
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| Crynodeb: | The present work of curricular integration has as its theme: "DEVELOPMENT OF AN EDUCATIONAL RESOURCE BASED ON GAMIFICATION FOR THE LEARNING OF THE TOPIC THE" HUMAN BODY AND HEALTH "OF THE SUBJECT OF NATURAL SCIENCES IN THE STUDENTS OF THE FIFTH GRADE OF THE" SAGROMISIONAL SCHOOL " HEART "IN THE PERIOD 2021 - 2022." The main objective of this research project is to build a digital educational resource based on gamification for the learning of Natural Sciences topics in Fifth-year EGB students of the “Sagrado Corazón” Fiscomisional School. To achieve compliance with the main objective, the qualitative method and the "ADDIE" model were applied for the construction of the Gamified Educational Resource (REG), likewise for the collection of information, surveys and interviews were used as techniques and investigative instruments aimed at teachers who teach the subject of study, in the same way the analysis and interpretation of data was carried out, obtaining the necessary results for the elaboration of the project. From the survey applied to the teachers of the "Sagrado Corazón" Fiscomisional School, 100% stated that the use of didactic materials improves student learning, 33% indicate that they would apply gamification as a strategy for autonomous learning in students and with 50% that adventure activities would be used within the teaching-learning process. From the interview conducted, the contribution of the teachers for the development of the research should also be highlighted, providing the necessary information to arrive at the construction of the REG that will serve to strengthen the learning of the students of the Educational Institution. |
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