Los juegos serios como recurso tecnológico y su incidencia en el proceso de enseñanza - aprendizaje de los estudiantes de 8vo año de Educación General Básica, paralelo “A”, de la Unidad Educativa Fiscomisional “Daniel Álvarez Burneo”, de la parroquia Valle, de la ciudad de Loja, periodo académico 2019 -2020. Lineamientos Alternativos

The investigation called: "Serious games as a technological resource and their incidence in the teaching-learning process of 8th year students of Basic General Education, parallel" A ", of the Fiscomisional Educational Unit" Daniel Álvarez Burneo ", of the Valle parish, from...

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Bibliografiske detaljer
Hovedforfatter: Tambo Minga, Andrea Monserrath (author)
Format: bachelorThesis
Sprog:spa
Udgivet: 2020
Fag:
Online adgang:http://dspace.unl.edu.ec/jspui/handle/123456789/23486
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Summary:The investigation called: "Serious games as a technological resource and their incidence in the teaching-learning process of 8th year students of Basic General Education, parallel" A ", of the Fiscomisional Educational Unit" Daniel Álvarez Burneo ", of the Valle parish, from the city of Loja, academic period 2019 -2020. Alternative Guidelines ”, has the general objective: To determine serious games as a technological resource and their impact on the teaching - learning process, and for specific objectives: To analyze serious games as a technological resource for the teaching - learning process of students in 8th year; Identify serious games as a technological resource according to the teaching-learning process of 8th year students; and Propose alternative guidelines that contribute to the teaching-learning process through serious games as a technological resource for 8th year students of EGB, parallel “A”, of the UEF “DAB”. The present one responds to the type of descriptive research, using the methods: scientific, hypothetical - deductive, inductive, analytical - synthetic, observational, hermeneutical and statistical; as techniques: survey and interview, and questionnaire as instrument; The procedure was developed with the theoretical foundation, the diagnosis, and the elaboration and socialization of the proposal. The main conclusion was the development of a methodological guide for the use of serious games aimed at teachers, whose application within the classroom can bring with it important advantages such as: the innovation of the teaching-learning process, the achievement of learning significant, and greater motivation and interest of students.